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526db7f8b0
* Most of these were due to mixed spaces/tabs playing nastiness with non-braced if/else statements.
110 lines
2.8 KiB
C++
110 lines
2.8 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 1996, 2003 - 3D Realms Entertainment
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Copyright (C) 2000, 2003 - Matt Saettler (EDuke Enhancements)
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Copyright (C) 2020 - Christoph Oelckers
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This file is part of Enhanced Duke Nukem 3D version 1.5 - Atomic Edition
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Duke Nukem 3D is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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Original Source: 1996 - Todd Replogle
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Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
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EDuke enhancements integrated: 04/13/2003 - Matt Saettler
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Note: EDuke source was in transition. Changes are in-progress in the
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source as it is released.
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*/
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//-------------------------------------------------------------------------
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#include "ns.h"
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#include "global.h"
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#include "build.h"
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#include "dukeactor.h"
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#include "precache.h"
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BEGIN_DUKE_NS
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void prelevel_d(int g, TArray<DDukeActor*>& actors)
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{
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unsigned j;
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TArray<short> lotags;
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prelevel_common(g);
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DukeStatIterator it(STAT_DEFAULT);
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while (auto ac = it.Next())
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{
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LoadActor(ac, -1, -1);
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if (ac->spr.lotag == -1 && (ac->spr.cstat & CSTAT_SPRITE_ALIGNMENT_WALL))
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{
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getPlayer(0)->Exit = ac->spr.pos.XY();
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}
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else
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premapcontroller(ac);
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}
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for (auto actor : actors)
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{
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if (actor->exists())
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{
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if (iseffector(actor) && actor->spr.lotag == SE_14_SUBWAY_CAR)
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continue;
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spriteinit(actor, actors);
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}
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}
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for (auto actor : actors)
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{
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if (actor->exists())
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{
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if (iseffector(actor) && actor->spr.lotag == SE_14_SUBWAY_CAR)
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spriteinit(actor, actors);
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}
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}
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it.Reset(STAT_DEFAULT);
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while (auto actor = it.Next())
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{
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auto ext = GetExtInfo(actor->spr.spritetexture());
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if (ext.switchphase == 1 && switches[ext.switchindex].type == SwitchDef::Regular)
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{
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j = lotags.Find(actor->spr.lotag);
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if (j == lotags.Size())
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{
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lotags.Push(actor->spr.lotag);
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DukeStatIterator it1(STAT_EFFECTOR);
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while (auto ac = it1.Next())
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{
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if (ac->spr.lotag == SE_12_LIGHT_SWITCH && ac->spr.hitag == actor->spr.lotag)
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ac->counter = 1;
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}
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}
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}
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}
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}
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END_DUKE_NS
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