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p_map & p_maputl merge conflicts
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2 changed files with 65 additions and 1126 deletions
1115
src/p_map.c
1115
src/p_map.c
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@ -303,67 +303,24 @@ void P_CameraLineOpening(line_t *linedef)
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// If you can see through it, why not move the camera through it too?
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if (front->camsec >= 0)
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{
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<<<<<<< HEAD
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frontfloor = sectors[front->camsec].floorheight;
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frontceiling = sectors[front->camsec].ceilingheight;
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#ifdef ESLOPE
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if (sectors[front->camsec].f_slope) // SRB2CBTODO: ESLOPE (sectors[front->heightsec].f_slope)
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frontfloor = P_GetZAt(sectors[front->camsec].f_slope, camera[0].x, camera[0].y);
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if (sectors[front->camsec].c_slope)
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frontceiling = P_GetZAt(sectors[front->camsec].c_slope, camera[0].x, camera[0].y);
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#endif
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=======
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// SRB2CBTODO: ESLOPE (sectors[front->heightsec].f_slope)
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frontfloor = P_GetSectorFloorZAt (§ors[front->camsec], camera.x, camera.y);
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frontceiling = P_GetSectorCeilingZAt(§ors[front->camsec], camera.x, camera.y);
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>>>>>>> srb2/next
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}
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else if (front->heightsec >= 0)
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{
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<<<<<<< HEAD
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frontfloor = sectors[front->heightsec].floorheight;
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frontceiling = sectors[front->heightsec].ceilingheight;
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#ifdef ESLOPE
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if (sectors[front->heightsec].f_slope) // SRB2CBTODO: ESLOPE (sectors[front->heightsec].f_slope)
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frontfloor = P_GetZAt(sectors[front->heightsec].f_slope, camera[0].x, camera[0].y);
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if (sectors[front->heightsec].c_slope)
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frontceiling = P_GetZAt(sectors[front->heightsec].c_slope, camera[0].x, camera[0].y);
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#endif
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=======
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// SRB2CBTODO: ESLOPE (sectors[front->heightsec].f_slope)
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frontfloor = P_GetSectorFloorZAt (§ors[front->heightsec], camera.x, camera.y);
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frontceiling = P_GetSectorCeilingZAt(§ors[front->heightsec], camera.x, camera.y);
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>>>>>>> srb2/next
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}
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else
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{
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frontfloor = P_CameraGetFloorZ (mapcampointer, front, tmx, tmy, linedef);
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frontceiling = P_CameraGetCeilingZ(mapcampointer, front, tmx, tmy, linedef);
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}
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if (back->camsec >= 0)
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{
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<<<<<<< HEAD
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backfloor = sectors[back->camsec].floorheight;
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backceiling = sectors[back->camsec].ceilingheight;
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#ifdef ESLOPE
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if (sectors[back->camsec].f_slope) // SRB2CBTODO: ESLOPE (sectors[front->heightsec].f_slope)
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frontfloor = P_GetZAt(sectors[back->camsec].f_slope, camera[0].x, camera[0].y);
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if (sectors[back->camsec].c_slope)
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frontceiling = P_GetZAt(sectors[back->camsec].c_slope, camera[0].x, camera[0].y);
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#endif
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}
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else if (back->heightsec >= 0)
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{
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backfloor = sectors[back->heightsec].floorheight;
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backceiling = sectors[back->heightsec].ceilingheight;
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#ifdef ESLOPE
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if (sectors[back->heightsec].f_slope) // SRB2CBTODO: ESLOPE (sectors[front->heightsec].f_slope)
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frontfloor = P_GetZAt(sectors[back->heightsec].f_slope, camera[0].x, camera[0].y);
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if (sectors[back->heightsec].c_slope)
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frontceiling = P_GetZAt(sectors[back->heightsec].c_slope, camera[0].x, camera[0].y);
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#endif
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=======
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// SRB2CBTODO: ESLOPE (sectors[back->heightsec].f_slope)
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backfloor = P_GetSectorFloorZAt (§ors[back->camsec], camera.x, camera.y);
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backceiling = P_GetSectorCeilingZAt(§ors[back->camsec], camera.x, camera.y);
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@ -373,7 +330,6 @@ void P_CameraLineOpening(line_t *linedef)
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// SRB2CBTODO: ESLOPE (sectors[back->heightsec].f_slope)
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backfloor = P_GetSectorFloorZAt (§ors[back->heightsec], camera.x, camera.y);
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backceiling = P_GetSectorCeilingZAt(§ors[back->heightsec], camera.x, camera.y);
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>>>>>>> srb2/next
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}
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else
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{
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@ -595,27 +551,9 @@ void P_LineOpening(line_t *linedef, mobj_t *mobj)
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// Treat polyobj's backsector like a 3D Floor
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if (linedef->polyobj->flags & POF_TESTHEIGHT)
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{
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<<<<<<< HEAD
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fixed_t topheight, bottomheight;
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if (!(rover->flags & FF_EXISTS))
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continue;
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if (mobj->player && P_CheckSolidLava(mobj, rover))
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;
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else if (!((rover->flags & FF_BLOCKPLAYER && mobj->player)
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|| (rover->flags & FF_BLOCKOTHERS && !mobj->player)))
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continue;
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topheight = P_GetFOFTopZ(mobj, front, rover, tmx, tmy, linedef);
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bottomheight = P_GetFOFBottomZ(mobj, front, rover, tmx, tmy, linedef);
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delta1 = abs(mobj->z - (bottomheight + ((topheight - bottomheight)/2)));
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delta2 = abs(thingtop - (bottomheight + ((topheight - bottomheight)/2)));
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=======
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const sector_t *polysec = linedef->backsector;
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fixed_t polytop, polybottom;
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fixed_t delta1, delta2;
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>>>>>>> srb2/next
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if (linedef->polyobj->flags & POF_CLIPPLANES)
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{
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@ -651,22 +589,14 @@ void P_LineOpening(line_t *linedef, mobj_t *mobj)
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ffloor_t *rover;
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fixed_t delta1, delta2;
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<<<<<<< HEAD
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if (mobj->player && P_CheckSolidLava(mobj, rover))
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;
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else if (!((rover->flags & FF_BLOCKPLAYER && mobj->player)
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|| (rover->flags & FF_BLOCKOTHERS && !mobj->player)))
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continue;
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=======
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// Check for frontsector's fake floors
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for (rover = front->ffloors; rover; rover = rover->next)
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{
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fixed_t topheight, bottomheight;
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if (!(rover->flags & FF_EXISTS))
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continue;
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>>>>>>> srb2/next
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if (mobj->player && (P_CheckSolidLava(rover) || P_CanRunOnWater(mobj->player, rover)))
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if (mobj->player && P_CheckSolidLava(rover))
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;
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else if (!((rover->flags & FF_BLOCKPLAYER && mobj->player)
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|| (rover->flags & FF_BLOCKOTHERS && !mobj->player)))
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@ -708,7 +638,7 @@ void P_LineOpening(line_t *linedef, mobj_t *mobj)
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if (!(rover->flags & FF_EXISTS))
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continue;
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if (mobj->player && (P_CheckSolidLava(rover) || P_CanRunOnWater(mobj->player, rover)))
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if (mobj->player && P_CheckSolidLava(rover))
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;
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else if (!((rover->flags & FF_BLOCKPLAYER && mobj->player)
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|| (rover->flags & FF_BLOCKOTHERS && !mobj->player)))
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