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Add some helper functions for objects in reverse gravity
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2 changed files with 29 additions and 0 deletions
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@ -158,6 +158,7 @@ boolean P_IsObjectInGoop(mobj_t *mo);
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boolean P_IsObjectOnGround(mobj_t *mo);
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boolean P_IsObjectOnGroundIn(mobj_t *mo, sector_t *sec);
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boolean P_IsObjectOnRealGround(mobj_t *mo, sector_t *sec); // SRB2Kart
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#define P_IsObjectFlipped(o) ((o)->eflags & MFE_VERTICALFLIP)
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boolean P_InQuicksand(mobj_t *mo);
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boolean P_PlayerHitFloor(player_t *player, boolean dorollstuff);
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@ -522,5 +523,8 @@ void P_ExplodeMissile(mobj_t *mo);
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void P_CheckGravity(mobj_t *mo, boolean affect);
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void P_SetPitchRollFromSlope(mobj_t *mo, pslope_t *slope);
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fixed_t P_ScaleFromMap(fixed_t, fixed_t scale);
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fixed_t P_GetMobjHead(const mobj_t *);
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fixed_t P_GetMobjFeet(const mobj_t *);
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fixed_t P_GetMobjGround(const mobj_t *);
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#endif // __P_LOCAL__
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25
src/p_mobj.c
25
src/p_mobj.c
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@ -12786,3 +12786,28 @@ mobj_t *P_SpawnMobjFromMobj(mobj_t *mobj, fixed_t xofs, fixed_t yofs, fixed_t zo
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return newmobj;
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}
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//
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// P_GetMobjHead & P_GetMobjFeet
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// Returns the top and bottom of an object, follows appearance, not physics,
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// in reverse gravity.
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//
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fixed_t P_GetMobjHead(const mobj_t *mobj)
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{
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return P_IsObjectFlipped(mobj) ? mobj->z : mobj->z + mobj->height;
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}
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fixed_t P_GetMobjFeet(const mobj_t *mobj)
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{
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return P_IsObjectFlipped(mobj) ? mobj->z + mobj->height : mobj->z;
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}
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//
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// P_GetMobjGround
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// Returns the object's floor, or ceiling in reverse gravity.
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//
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fixed_t P_GetMobjGround(const mobj_t *mobj)
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{
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return P_IsObjectFlipped(mobj) ? mobj->ceilingz : mobj->floorz;
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}
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