From a73b9a9a0d18296695b806d634c8f72a9d04e109 Mon Sep 17 00:00:00 2001 From: Sally Coolatta Date: Thu, 6 Aug 2020 17:58:30 -0400 Subject: [PATCH] Merge p_slopes.c --- src/p_slopes.c | 68 -------------------------------------------------- 1 file changed, 68 deletions(-) diff --git a/src/p_slopes.c b/src/p_slopes.c index 702bc4050..d5999e087 100644 --- a/src/p_slopes.c +++ b/src/p_slopes.c @@ -29,13 +29,8 @@ UINT16 slopecount = 0; // Calculate line normal void P_CalculateSlopeNormal(pslope_t *slope) { slope->normal.z = FINECOSINE(slope->zangle>>ANGLETOFINESHIFT); -<<<<<<< HEAD - slope->normal.x = -FixedMul(FINESINE(slope->zangle>>ANGLETOFINESHIFT), -slope->d.x); - slope->normal.y = -FixedMul(FINESINE(slope->zangle>>ANGLETOFINESHIFT), -slope->d.y); -======= slope->normal.x = FixedMul(FINESINE(slope->zangle>>ANGLETOFINESHIFT), slope->d.x); slope->normal.y = FixedMul(FINESINE(slope->zangle>>ANGLETOFINESHIFT), slope->d.y); ->>>>>>> srb2/next } /// Setup slope via 3 vertexes. @@ -43,52 +38,6 @@ static void ReconfigureViaVertexes (pslope_t *slope, const vector3_t v1, const v { vector3_t vec1, vec2; -<<<<<<< HEAD - // Set slope normal - vec1.x = (slope->vertices[1]->x - slope->vertices[0]->x) << FRACBITS; - vec1.y = (slope->vertices[1]->y - slope->vertices[0]->y) << FRACBITS; - vec1.z = (slope->vertices[1]->z - slope->vertices[0]->z) << FRACBITS; - - vec2.x = (slope->vertices[2]->x - slope->vertices[0]->x) << FRACBITS; - vec2.y = (slope->vertices[2]->y - slope->vertices[0]->y) << FRACBITS; - vec2.z = (slope->vertices[2]->z - slope->vertices[0]->z) << FRACBITS; - - // ugggggggh fixed-point maaaaaaath - slope->extent = max( - max(max(abs(vec1.x), abs(vec1.y)), abs(vec1.z)), - max(max(abs(vec2.x), abs(vec2.y)), abs(vec2.z)) - ) >> (FRACBITS+5); - - if (slope->extent == 0) - { - // Prevent divide by zero - slope->extent = 1; - } - - vec1.x /= slope->extent; - vec1.y /= slope->extent; - vec1.z /= slope->extent; - vec2.x /= slope->extent; - vec2.y /= slope->extent; - vec2.z /= slope->extent; - - FV3_Cross(&vec1, &vec2, &slope->normal); - - slope->extent = R_PointToDist2(0, 0, R_PointToDist2(0, 0, slope->normal.x, slope->normal.y), slope->normal.z); - if (slope->normal.z < 0) - slope->extent = -slope->extent; - - slope->normal.x = FixedDiv(slope->normal.x, slope->extent); - slope->normal.y = FixedDiv(slope->normal.y, slope->extent); - slope->normal.z = FixedDiv(slope->normal.z, slope->extent); - - // Set origin - slope->o.x = slope->vertices[0]->x << FRACBITS; - slope->o.y = slope->vertices[0]->y << FRACBITS; - slope->o.z = slope->vertices[0]->z << FRACBITS; - - if (slope->normal.x == 0 && slope->normal.y == 0) { // Set some defaults for a non-sloped "slope" -======= // Set origin. FV3_Copy(&slope->o, &v1); @@ -99,7 +48,6 @@ static void ReconfigureViaVertexes (pslope_t *slope, const vector3_t v1, const v // Set some defaults for a non-sloped "slope" if (vec1.z == 0 && vec2.z == 0) { ->>>>>>> srb2/next slope->zangle = slope->xydirection = 0; slope->zdelta = slope->d.x = slope->d.y = 0; slope->normal.x = slope->normal.y = 0; @@ -311,15 +259,8 @@ static void line_SpawnViaLine(const int linenum, const boolean spawnthinker) UINT8 flags = 0; // Slope flags if (line->flags & ML_NETONLY) flags |= SL_NOPHYSICS; -<<<<<<< HEAD - if (!(line->flags & ML_NOTAILS)) - flags |= SL_NODYNAMIC; - if (line->flags & ML_NOKNUX) - flags |= SL_ANCHORVERTEX; -======= if (line->flags & ML_NONET) flags |= SL_DYNAMIC; ->>>>>>> srb2/next if(!frontfloor && !backfloor && !frontceil && !backceil) { @@ -664,12 +605,9 @@ void P_SpawnSlopes(const boolean fromsave) { slopelist = NULL; slopecount = 0; -<<<<<<< HEAD -======= /// Generates vertex slopes. SpawnVertexSlopes(); ->>>>>>> srb2/next /// Generates line special-defined slopes. for (i = 0; i < numlines; i++) { @@ -877,14 +815,11 @@ void P_HandleSlopeLanding(mobj_t *thing, pslope_t *slope) if (P_MobjFlip(thing)*(thing->momz) < 0) // falling, land on slope { thing->standingslope = slope; -<<<<<<< HEAD #ifdef HWRENDER thing->modeltilt = thing->standingslope; #endif -======= if (!thing->player || !(thing->player->pflags & PF_BOUNCING)) thing->momz = -P_MobjFlip(thing); ->>>>>>> srb2/next } return; } @@ -899,14 +834,11 @@ void P_HandleSlopeLanding(mobj_t *thing, pslope_t *slope) thing->momx = mom.x; thing->momy = mom.y; thing->standingslope = slope; -<<<<<<< HEAD #ifdef HWRENDER thing->modeltilt = thing->standingslope; #endif -======= if (!thing->player || !(thing->player->pflags & PF_BOUNCING)) thing->momz = -P_MobjFlip(thing); ->>>>>>> srb2/next } }