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Remove all instances of PF_CANBUSTFLOORS
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3 changed files with 0 additions and 43 deletions
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@ -156,7 +156,6 @@ typedef enum
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PF_FORCESTRAFE = 1<<28, // Turning inputs are translated into strafing inputs
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PF_FORCESTRAFE = 1<<28, // Turning inputs are translated into strafing inputs
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PF_CANCARRY = 1<<29, // Can carry another player?
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PF_CANCARRY = 1<<29, // Can carry another player?
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PF_FINISHED = 1<<30, // The player finished the level. NOT the same as exiting
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PF_FINISHED = 1<<30, // The player finished the level. NOT the same as exiting
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PF_CANBUSTFLOORS = 1<<31, // The player can bust floors on contact.
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// up to 1<<31 is free
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// up to 1<<31 is free
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} pflags_t;
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} pflags_t;
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@ -9089,7 +9089,6 @@ static const char *const PLAYERFLAG_LIST[] = {
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"FORCESTRAFE", // Translate turn inputs into strafe inputs
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"FORCESTRAFE", // Translate turn inputs into strafe inputs
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"CANCARRY", // Can carry?
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"CANCARRY", // Can carry?
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"FINISHED",
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"FINISHED",
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"CANBUSTFLOORS", // Can bust floors?
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NULL // stop loop here.
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NULL // stop loop here.
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};
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};
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41
src/p_user.c
41
src/p_user.c
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@ -2612,47 +2612,6 @@ static void P_CheckBustableBlocks(player_t *player)
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if ((netgame || multiplayer) && player->spectator)
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if ((netgame || multiplayer) && player->spectator)
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return;
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return;
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// First iteration, check for floors we're touching directly (PF_CANBUSTFLOORS)
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if (player->pflags & PF_CANBUSTFLOORS)
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{
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for (node = player->mo->touching_sectorlist; node; node = node->m_sectorlist_next)
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{
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ffloor_t *rover;
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fixed_t topheight, bottomheight;
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if (!node->m_sector)
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break;
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if (!node->m_sector->ffloors)
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continue;
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for (rover = node->m_sector->ffloors; rover; rover = rover->next)
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{
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// Make sure it's a bustable. (And that it actually exists!)
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if (!(rover->flags & FF_EXISTS))
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continue;
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if (!(rover->flags & FF_BUSTUP))
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continue;
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topheight = P_GetFOFTopZ(player->mo, node->m_sector, rover, player->mo->x, player->mo->y, NULL) - player->mo->momz;
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bottomheight = P_GetFOFBottomZ(player->mo, node->m_sector, rover, player->mo->x, player->mo->y, NULL) - player->mo->momz;
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if (player->mo->z > topheight)
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continue;
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if (player->mo->z + player->mo->height < bottomheight)
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continue;
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EV_CrumbleChain(NULL, rover); // node->m_sector
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// Run a linedef executor??
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if (rover->master->flags & ML_EFFECT5)
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P_LinedefExecute((INT16)(P_AproxDistance(rover->master->dx, rover->master->dy)>>FRACBITS), player->mo, node->m_sector);
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}
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}
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}
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oldx = player->mo->x;
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oldx = player->mo->x;
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oldy = player->mo->y;
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oldy = player->mo->y;
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