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- split a large bunch of code out of movetransports that can be conso…
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…lidated between Duke and RR.
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coelckers committed Mar 27, 2023
1 parent f1fee27 commit 5c8bfee
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Showing 4 changed files with 173 additions and 270 deletions.
166 changes: 166 additions & 0 deletions source/games/duke/src/actors.cpp
Expand Up @@ -686,6 +686,172 @@ void movefallers(void)
}
}

//---------------------------------------------------------------------------
//
// well, also surfacing...
//
//---------------------------------------------------------------------------

void checkdive(DDukeActor* transporter, DDukeActor* transported)
{
auto sectp = transporter->sector();
int sectlotag = sectp->lotag;
auto Owner = transporter->GetOwner();
int warpdir;
int onfloorz = transporter->temp_data[4];
Collision coll;

double ll = abs(transported->vel.Z), ll2;
if (transported->vel.Z >= 0)
warpdir = 2;
else
warpdir = 1;

int warpspriteto = 0;
if (ll && sectlotag == ST_2_UNDERWATER && transported->spr.pos.Z < sectp->ceilingz + ll && warpdir == 1)
warpspriteto = 1;

if (ll && sectlotag == ST_1_ABOVE_WATER && transported->spr.pos.Z > sectp->floorz - ll && warpdir == 2)
warpspriteto = 1;

if (ud.mapflags & MFLAG_ALLSECTORTYPES)
{
if (ll && sectlotag == ST_161_CEILING_TELEPORT && transported->spr.pos.Z < (sectp->ceilingz + ll) && warpdir == 1)
{
warpspriteto = 1;
ll2 = ll - abs(transported->spr.pos.Z - sectp->ceilingz);
}
else if (sectlotag == ST_161_CEILING_TELEPORT && transported->spr.pos.Z < (sectp->ceilingz + 3.90625) && warpdir == 1)
{
warpspriteto = 1;
ll2 = zmaptoworld;
}
if (ll && sectlotag == ST_160_FLOOR_TELEPORT && transported->spr.pos.Z > (sectp->floorz - ll) && warpdir == 2)
{
warpspriteto = 1;
ll2 = ll - abs(sectp->floorz - transported->spr.pos.Z);
}
else if (sectlotag == ST_160_FLOOR_TELEPORT && transported->spr.pos.Z > (sectp->floorz - 3.90625) && warpdir == 2)
{
warpspriteto = 1;
ll2 = zmaptoworld;
}
}

if (sectlotag == ST_0_NO_EFFECT && (onfloorz || abs(transported->spr.pos.Z - transporter->spr.pos.Z) < 16))
{
if ((!Owner || Owner->GetOwner() != Owner) && onfloorz && transporter->counter > 0 && transported->spr.statnum != STAT_MISC)
{
transporter->counter++;
return;
}
warpspriteto = 1;
}

if (warpspriteto)
{
if ((transported->flags1 & SFLAG_NOTELEPORT)) return;
if (transported->GetClass() == DukePlayerOnWaterClass)
{
if (sectlotag == ST_2_UNDERWATER)
{
transported->spr.cstat &= ~CSTAT_SPRITE_INVISIBLE;
return;
}
}
if (transported->GetClass() != DukeWaterBubbleClass)
{
if (transported->spr.statnum == STAT_MISC && !(sectlotag == ST_1_ABOVE_WATER || sectlotag == ST_2_UNDERWATER || ((ud.mapflags & MFLAG_ALLSECTORTYPES) && (sectlotag == ST_160_FLOOR_TELEPORT || sectlotag == ST_161_CEILING_TELEPORT))))
return;
}
if (sectlotag > 0)
{
auto spawned = spawn(transported, DukeWaterSplashClass);
if (spawned && sectlotag == 1 && transported->spr.statnum == 4)
{
spawned->vel.X = transported->vel.X * 0.5;
spawned->spr.Angles.Yaw = transported->spr.Angles.Yaw;
ssp(spawned, CLIPMASK0);
}
}

switch (sectlotag)
{
case ST_0_NO_EFFECT:
if (onfloorz)
{
if (transported->spr.statnum == STAT_PROJECTILE || (checkcursectnums(transporter->sector()) == -1 && checkcursectnums(Owner->sector()) == -1))
{
transported->spr.pos += (Owner->spr.pos - transporter->spr.pos.XY()).plusZ(-Owner->sector()->floorz);
transported->spr.Angles.Yaw = Owner->spr.Angles.Yaw;

transported->backupang();

if (transporter->spr.pal == 0 || isRR())
{
auto beam = spawn(transporter, DukeTransporterBeamClass);
if (beam) S_PlayActorSound(TELEPORTER, beam);

beam = spawn(Owner, DukeTransporterBeamClass);
if (beam) S_PlayActorSound(TELEPORTER, beam);
}

if (Owner && Owner->GetOwner() == Owner)
{
transporter->counter = 13;
Owner->counter = 13;
}

ChangeActorSect(transported, Owner->sector());
}
}
else
{
transported->spr.pos.XY() += Owner->spr.pos.XY() - transporter->spr.pos.XY();
transported->spr.pos.Z = Owner->spr.pos.Z + 16;
transported->backupz();
ChangeActorSect(transported, Owner->sector());
}
break;
case ST_1_ABOVE_WATER:
transported->spr.pos.XY() += Owner->spr.pos.XY() - transporter->spr.pos.XY();
transported->spr.pos.Z = Owner->sector()->ceilingz + ll;
transported->backupz();
ChangeActorSect(transported, Owner->sector());
break;
case ST_2_UNDERWATER:
transported->spr.pos.XY() += Owner->spr.pos.XY() - transporter->spr.pos.XY();
transported->spr.pos.Z = Owner->sector()->ceilingz - ll;
transported->backupz();
ChangeActorSect(transported, Owner->sector());
break;

case ST_160_FLOOR_TELEPORT:
if (!(ud.mapflags & MFLAG_ALLSECTORTYPES)) break;
transported->spr.pos.XY() += Owner->spr.pos.XY() - transporter->spr.pos.XY();
transported->spr.pos.Z = Owner->sector()->ceilingz + ll2;
transported->backupz();

ChangeActorSect(transported, Owner->sector());

movesprite_ex(transported, DVector3(transported->spr.Angles.Yaw.ToVector() * transported->vel.X, 0), CLIPMASK1, coll);

break;
case ST_161_CEILING_TELEPORT:
if (!(ud.mapflags & MFLAG_ALLSECTORTYPES)) break;
transported->spr.pos += Owner->spr.pos.XY() - transporter->spr.pos.XY();
transported->spr.pos.Z = Owner->sector()->floorz - ll;
transported->backupz();

ChangeActorSect(transported, Owner->sector());

movesprite_ex(transported, DVector3(transported->spr.Angles.Yaw.ToVector() * transported->vel.X, 0), CLIPMASK1, coll);

break;
}
}
}

//---------------------------------------------------------------------------
//
//
Expand Down
110 changes: 3 additions & 107 deletions source/games/duke/src/actors_d.cpp
Expand Up @@ -261,9 +261,6 @@ int ifhitbyweapon_d(DDukeActor *actor)

void movetransports_d(void)
{
int warpspriteto;
double ll;

DukeStatIterator iti(STAT_TRANSPORT);
while (auto act = iti.Next())
{
Expand Down Expand Up @@ -422,119 +419,18 @@ void movetransports_d(void)
break;

case STAT_ACTOR:
if ((act->flags3 & SFLAG3_DONTDIVEALIVE) && act2->spr.extra > 0) continue;
if ((act2->flags3 & SFLAG3_DONTDIVEALIVE) && act2->spr.extra > 0) continue;
[[fallthrough]];
case STAT_PROJECTILE:
case STAT_MISC:
case STAT_FALLER:
case STAT_DUMMYPLAYER:
if ((act->flags2 & SFLAG2_DONTDIVE)) continue;

ll = abs(act2->vel.Z);

{
warpspriteto = 0;
if (ll && sectlotag == 2 && act2->spr.pos.Z < (sectp->ceilingz + ll) && act2->vel.Z < 0)
warpspriteto = 1;

if (ll && sectlotag == 1 && act2->spr.pos.Z > (sectp->floorz - ll) && act2->vel.Z > 0)
warpspriteto = 1;

if (sectlotag == ST_0_NO_EFFECT && (onfloorz || abs(act2->spr.pos.Z - act->spr.pos.Z) < 16))
{
if ((!Owner || Owner->GetOwner() != Owner) && onfloorz && act->counter > 0 && act2->spr.statnum != STAT_MISC)
{
act->counter++;
goto BOLT;
}
warpspriteto = 1;
}

if (warpspriteto)
{
if ((act2->flags1 & SFLAG_NOTELEPORT)) continue;
if (act2->GetClass() == DukePlayerOnWaterClass)
{
if (sectlotag == ST_2_UNDERWATER)
{
act2->spr.cstat &= ~CSTAT_SPRITE_INVISIBLE;
continue;
}
}
if (act2->GetClass() != DukeWaterBubbleClass)
{
if (act2->spr.statnum == STAT_MISC && !(sectlotag == ST_1_ABOVE_WATER || sectlotag == ST_2_UNDERWATER || ((ud.mapflags & MFLAG_ALLSECTORTYPES) && (sectlotag == ST_160_FLOOR_TELEPORT || sectlotag == ST_161_CEILING_TELEPORT))))
continue;
}
if (sectlotag > 0)
{
auto k = spawn(act2, DukeWaterSplashClass);
if (k && sectlotag == 1 && act2->spr.statnum == 4)
{
k->vel.X = act2->vel.X * 0.5;
k->spr.Angles.Yaw = act2->spr.Angles.Yaw;
ssp(k, CLIPMASK0);
}
}

switch (sectlotag)
{
case ST_0_NO_EFFECT:
if (onfloorz)
{
if (act2->spr.statnum == STAT_PROJECTILE || (checkcursectnums(act->sector()) == -1 && checkcursectnums(Owner->sector()) == -1))
{
act2->spr.pos += (Owner->spr.pos - act->spr.pos.XY()).plusZ(-Owner->sector()->floorz);
act2->spr.Angles.Yaw = Owner->spr.Angles.Yaw;

act2->backupang();

if (act->spr.pal == 0)
{
auto k = spawn(act, DukeTransporterBeamClass);
if (k) S_PlayActorSound(TELEPORTER, k);

k = spawn(Owner, DukeTransporterBeamClass);
if (k) S_PlayActorSound(TELEPORTER, k);
}

if (Owner && Owner->GetOwner() == Owner)
{
act->counter = 13;
Owner->counter = 13;
}

ChangeActorSect(act2, Owner->sector());
}
}
else
{
act2->spr.pos.XY() += Owner->spr.pos.XY() - act->spr.pos.XY();
act2->spr.pos.Z = Owner->spr.pos.Z + 16;
act2->backupz();
ChangeActorSect(act2, Owner->sector());
}
break;
case ST_1_ABOVE_WATER:
act2->spr.pos.XY() += Owner->spr.pos.XY() - act->spr.pos.XY();
act2->spr.pos.Z = Owner->sector()->ceilingz + ll;
act2->backupz();
ChangeActorSect(act2, Owner->sector());
break;
case ST_2_UNDERWATER:
act2->spr.pos.XY() += Owner->spr.pos.XY() - act->spr.pos.XY();
act2->spr.pos.Z = Owner->sector()->ceilingz - ll;
act2->backupz();
ChangeActorSect(act2, Owner->sector());
break;
}
}
}
if ((act2->flags2 & SFLAG2_DONTDIVE)) continue;
checkdive(act, act2);
break;

}
}
BOLT:;
}
}

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