mirror of
https://github.com/KartKrewDev/RingRacers.git
synced 2025-10-30 08:01:28 +00:00
Remove our shadows
This commit is contained in:
parent
2c67c97c58
commit
c17f4dcf15
4 changed files with 162 additions and 288 deletions
164
src/k_kart.c
164
src/k_kart.c
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@ -4345,6 +4345,167 @@ void K_RepairOrbitChain(mobj_t *orbit)
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}
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}
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// Simplified version of a code bit in P_MobjFloorZ
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static fixed_t K_BananaSlopeZ(pslope_t *slope, fixed_t x, fixed_t y, fixed_t radius, boolean ceiling)
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{
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fixed_t testx, testy;
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if (slope->d.x < 0)
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testx = radius;
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else
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testx = -radius;
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if (slope->d.y < 0)
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testy = radius;
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else
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testy = -radius;
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if ((slope->zdelta > 0) ^ !!(ceiling))
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{
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testx = -testx;
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testy = -testy;
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}
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testx += x;
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testy += y;
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return P_GetZAt(slope, testx, testy);
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}
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static void K_CalculateBananaSlope(mobj_t *mobj, fixed_t x, fixed_t y, fixed_t z, fixed_t radius, fixed_t height, boolean flip, boolean player)
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{
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fixed_t newz;
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sector_t *sec;
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#ifdef ESLOPE
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pslope_t *slope = NULL;
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#endif
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sec = R_PointInSubsector(x, y)->sector;
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if (flip)
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{
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#ifdef ESLOPE
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if (sec->c_slope)
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{
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slope = sec->c_slope;
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newz = K_BananaSlopeZ(slope, x, y, radius, true);
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}
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else
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#endif
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newz = sec->ceilingheight;
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}
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else
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{
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#ifdef ESLOPE
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if (sec->f_slope)
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{
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slope = sec->f_slope;
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newz = K_BananaSlopeZ(slope, x, y, radius, false);
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}
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else
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#endif
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newz = sec->floorheight;
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}
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// Check FOFs for a better suited slope
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if (sec->ffloors)
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{
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ffloor_t *rover;
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for (rover = sec->ffloors; rover; rover = rover->next)
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{
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fixed_t top, bottom;
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fixed_t d1, d2;
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if (!(rover->flags & FF_EXISTS))
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continue;
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if ((!(((rover->flags & FF_BLOCKPLAYER && player)
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|| (rover->flags & FF_BLOCKOTHERS && !player))
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|| (rover->flags & FF_QUICKSAND))
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|| (rover->flags & FF_SWIMMABLE)))
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continue;
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#ifdef ESLOPE
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if (*rover->t_slope)
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top = K_BananaSlopeZ(*rover->t_slope, x, y, radius, false);
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else
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#endif
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top = *rover->topheight;
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#ifdef ESLOPE
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if (*rover->b_slope)
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bottom = K_BananaSlopeZ(*rover->b_slope, x, y, radius, true);
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else
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#endif
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bottom = *rover->bottomheight;
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if (flip)
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{
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if (rover->flags & FF_QUICKSAND)
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{
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if (z < top && (z + height) > bottom)
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{
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if (newz > (z + height))
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{
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newz = (z + height);
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slope = NULL;
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}
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}
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continue;
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}
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d1 = (z + height) - (top + ((bottom - top)/2));
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d2 = z - (top + ((bottom - top)/2));
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if (bottom < newz && abs(d1) < abs(d2))
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{
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newz = bottom;
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#ifdef ESLOPE
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if (*rover->b_slope)
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slope = *rover->b_slope;
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#endif
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}
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}
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else
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{
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if (rover->flags & FF_QUICKSAND)
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{
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if (z < top && (z + height) > bottom)
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{
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if (newz < z)
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{
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newz = z;
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slope = NULL;
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}
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}
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continue;
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}
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d1 = z - (bottom + ((top - bottom)/2));
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d2 = (z + height) - (bottom + ((top - bottom)/2));
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if (top > newz && abs(d1) < abs(d2))
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{
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newz = top;
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#ifdef ESLOPE
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if (*rover->t_slope)
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slope = *rover->t_slope;
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#endif
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}
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}
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}
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}
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#if 0
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mobj->standingslope = slope;
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#endif
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#ifdef HWRENDER
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mobj->modeltilt = slope;
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#endif
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}
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// Move the hnext chain!
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static void K_MoveHeldObjects(player_t *player)
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{
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@ -4532,8 +4693,7 @@ static void K_MoveHeldObjects(player_t *player)
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#ifdef ESLOPE
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if (P_IsObjectOnGround(cur))
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{
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// Slope values are set in the function, but we DON'T want to use its return value.
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P_CalculateShadowFloor(cur, cur->x, cur->y, cur->z,
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K_CalculateBananaSlope(cur, cur->x, cur->y, cur->z,
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cur->radius, cur->height, (cur->eflags & MFE_VERTICALFLIP), false);
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}
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#endif
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@ -228,8 +228,6 @@ boolean P_SetPlayerMobjState(mobj_t *mobj, statenum_t state);
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boolean P_SetMobjState(mobj_t *mobj, statenum_t state);
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//void P_RunShields(void);
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void P_RunOverlays(void);
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fixed_t P_CalculateShadowFloor(mobj_t *mobj, fixed_t x, fixed_t y, fixed_t z, fixed_t radius, fixed_t height, boolean flip, boolean player);
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void P_RunShadows(void);
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void P_RunBattleOvertime(void);
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void P_MobjThinker(mobj_t *mobj);
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boolean P_RailThinker(mobj_t *mobj);
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282
src/p_mobj.c
282
src/p_mobj.c
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@ -47,7 +47,6 @@ consvar_t cv_splats = {"splats", "On", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0
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actioncache_t actioncachehead;
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static mobj_t *overlaycap = NULL;
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static mobj_t *shadowcap = NULL;
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mobj_t *waypointcap = NULL;
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void P_InitCachedActions(void)
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@ -6200,287 +6199,6 @@ static void P_RemoveOverlay(mobj_t *thing)
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}
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}
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// Simplified version of a code bit in P_MobjFloorZ
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static fixed_t P_ShadowSlopeZ(pslope_t *slope, fixed_t x, fixed_t y, fixed_t radius, boolean ceiling)
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{
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fixed_t testx, testy;
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if (slope->d.x < 0)
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testx = radius;
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else
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testx = -radius;
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if (slope->d.y < 0)
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testy = radius;
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else
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testy = -radius;
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if ((slope->zdelta > 0) ^ !!(ceiling))
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{
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testx = -testx;
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testy = -testy;
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}
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testx += x;
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testy += y;
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return P_GetZAt(slope, testx, testy);
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}
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// Sets standingslope/modeltilt, returns z position for shadows; used also for stuff like bananas
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// (I would've preferred to be able to return both the slope & z, but I'll take what I can get...)
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fixed_t P_CalculateShadowFloor(mobj_t *mobj, fixed_t x, fixed_t y, fixed_t z, fixed_t radius, fixed_t height, boolean flip, boolean player)
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{
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fixed_t newz;
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sector_t *sec;
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#ifdef ESLOPE
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pslope_t *slope = NULL;
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#endif
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sec = R_PointInSubsector(x, y)->sector;
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if (flip)
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{
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#ifdef ESLOPE
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if (sec->c_slope)
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{
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slope = sec->c_slope;
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newz = P_ShadowSlopeZ(slope, x, y, radius, true);
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}
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else
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#endif
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newz = sec->ceilingheight;
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}
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else
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{
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#ifdef ESLOPE
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if (sec->f_slope)
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{
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slope = sec->f_slope;
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newz = P_ShadowSlopeZ(slope, x, y, radius, false);
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}
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else
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#endif
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newz = sec->floorheight;
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}
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// Check FOFs for a better suited slope
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if (sec->ffloors)
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{
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ffloor_t *rover;
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for (rover = sec->ffloors; rover; rover = rover->next)
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{
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fixed_t top, bottom;
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fixed_t d1, d2;
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if (!(rover->flags & FF_EXISTS))
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continue;
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if ((!(((rover->flags & FF_BLOCKPLAYER && player)
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|| (rover->flags & FF_BLOCKOTHERS && !player))
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|| (rover->flags & FF_QUICKSAND))
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|| (rover->flags & FF_SWIMMABLE)))
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continue;
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#ifdef ESLOPE
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if (*rover->t_slope)
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top = P_ShadowSlopeZ(*rover->t_slope, x, y, radius, false);
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else
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#endif
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top = *rover->topheight;
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#ifdef ESLOPE
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if (*rover->b_slope)
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bottom = P_ShadowSlopeZ(*rover->b_slope, x, y, radius, true);
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else
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#endif
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bottom = *rover->bottomheight;
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if (flip)
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{
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if (rover->flags & FF_QUICKSAND)
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{
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if (z < top && (z + height) > bottom)
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{
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if (newz > (z + height))
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{
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newz = (z + height);
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slope = NULL;
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}
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}
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continue;
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}
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d1 = (z + height) - (top + ((bottom - top)/2));
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d2 = z - (top + ((bottom - top)/2));
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if (bottom < newz && abs(d1) < abs(d2))
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{
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newz = bottom;
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#ifdef ESLOPE
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if (*rover->b_slope)
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slope = *rover->b_slope;
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#endif
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}
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}
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else
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{
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if (rover->flags & FF_QUICKSAND)
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{
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if (z < top && (z + height) > bottom)
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{
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if (newz < z)
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{
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newz = z;
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slope = NULL;
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}
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}
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continue;
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}
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d1 = z - (bottom + ((top - bottom)/2));
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d2 = (z + height) - (bottom + ((top - bottom)/2));
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if (top > newz && abs(d1) < abs(d2))
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{
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newz = top;
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#ifdef ESLOPE
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if (*rover->t_slope)
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slope = *rover->t_slope;
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#endif
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}
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}
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}
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}
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#if 0
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mobj->standingslope = slope;
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#endif
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#ifdef HWRENDER
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mobj->modeltilt = slope;
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#endif
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return newz;
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}
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void P_RunShadows(void)
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{
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mobj_t *mobj, *next, *dest;
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for (mobj = shadowcap; mobj; mobj = next)
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{
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boolean flip;
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fixed_t newz;
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next = mobj->hnext;
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P_SetTarget(&mobj->hnext, NULL);
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if (!mobj->target || P_MobjWasRemoved(mobj->target))
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{
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mobj->flags2 |= MF2_DONTDRAW;
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continue; // shouldn't you already be dead?
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}
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K_MatchGenericExtraFlags(mobj, mobj->target);
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flip = (mobj->eflags & MFE_VERTICALFLIP);
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newz = P_CalculateShadowFloor(mobj, mobj->target->x, mobj->target->y, mobj->target->z,
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mobj->target->radius, mobj->target->height, flip, (mobj->target->player != NULL));
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if (flip)
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{
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if ((mobj->target->z + mobj->target->height) > newz)
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mobj->flags2 |= MF2_DONTDRAW;
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}
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else
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{
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if (mobj->target->z < newz)
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mobj->flags2 |= MF2_DONTDRAW;
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}
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// First scale to the same radius
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P_SetScale(mobj, FixedDiv(mobj->target->radius, mobj->info->radius));
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dest = mobj->target;
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if (dest->type == MT_THUNDERSHIELD)
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dest = dest->target;
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P_TeleportMove(mobj, dest->x, dest->y, mobj->target->z);
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if ((flip && newz > (mobj->z + mobj->height)) || (!flip && newz < mobj->z))
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{
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INT32 i;
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fixed_t prevz;
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mobj->z = newz;
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for (i = 0; i < MAXFFLOORS; i++)
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{
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prevz = mobj->z;
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// Now scale again based on height difference
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P_SetScale(mobj, FixedDiv(mobj->scale, max(FRACUNIT, ((mobj->target->z-mobj->z)/200)+FRACUNIT)));
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// Check new position to see if you should still be on that ledge
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P_TeleportMove(mobj, dest->x, dest->y, mobj->z);
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mobj->z = newz;
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if (mobj->z == prevz)
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break;
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}
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}
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if (mobj->target->type == MT_FLOATINGITEM)
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P_SetScale(mobj, mobj->scale/3);
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}
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P_SetTarget(&shadowcap, NULL);
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}
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// called whenever shadows think
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// It must be done this way so that level changes don't break when the shadowcap can't be reset
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static void P_AddShadow(mobj_t *thing)
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{
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I_Assert(thing != NULL);
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if (shadowcap == NULL)
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P_SetTarget(&shadowcap, thing);
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else {
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mobj_t *mo;
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for (mo = shadowcap; mo && mo->hnext; mo = mo->hnext)
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;
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I_Assert(mo != NULL);
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I_Assert(mo->hnext == NULL);
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P_SetTarget(&mo->hnext, thing);
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}
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P_SetTarget(&thing->hnext, NULL);
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}
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// Called only when MT_SHADOW (or anything else in the shadowcap list) is removed.
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// Keeps the hnext list from corrupting.
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static void P_RemoveShadow(mobj_t *thing)
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{
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mobj_t *mo;
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if (shadowcap == thing)
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{
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P_SetTarget(&shadowcap, thing->hnext);
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P_SetTarget(&thing->hnext, NULL);
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return;
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}
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for (mo = shadowcap; mo; mo = mo->hnext)
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if (mo->hnext == thing)
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{
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P_SetTarget(&mo->hnext, thing->hnext);
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P_SetTarget(&thing->hnext, NULL);
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return;
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}
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}
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// SAL'S KART BATTLE MODE OVERTIME HANDLER
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#define MAXPLANESPERSECTOR (MAXFFLOORS+1)*2
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static void P_SpawnOvertimeParticles(fixed_t x, fixed_t y, fixed_t scale, mobjtype_t type, boolean ceiling)
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@ -658,8 +658,6 @@ void P_Ticker(boolean run)
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//P_RunShields();
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P_RunOverlays();
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P_RunShadows();
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P_UpdateSpecials();
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P_RespawnSpecials();
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