Revision r3077
Factor out 2x identical code into G_WeaponHitCeilingOrFloor().
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Factor out 2x identical code into G_WeaponHitCeilingOrFloor().
Clean up G_MoveWeapons(), among other things getting rid of weird indentation.
Clean up A_MoveSprite(), no functional changes.
Rearrange G_MoveTransports() code a little to cut down on nested switches.
Replace all/most literal SE lotags 1/2 with SE_1_ABOVE_WATER or SE_2_UNDERWATER. Also catch some other literal SEs and statnums.
TROR: Prototypical no-SE7 water submersion/emersion. Submersion only happens when the upper sector has lotag 1 and its vertical neighbor has lotag 2 (this can be useful to create non-submergible above-water sectors). Currently, only the player is handled. On the implementation side, the water handling code is split into P_Submerge() and P_Emerge() preparing the "teleportation", and P_FinishWaterChange() for the finalization. ------------------------------------------------------------------------
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r3078 | helixhorned | 2012-10-14 13:41:34 -0700 (Sun, 14 Oct 2012) | 12 lines
Texel-granular hitscan() for wall-aligned sprites.
The attribute is set per tile from DEF: either
texhitscanrange <begintile> <endtile>
or
tilefromtexture <tile> { ... texhitscan ... }
(As a special case, the list may only contain "texhitscan", in which case the
texture is not changed.)
In passing, do some cleanup for "tilefromtexture" DEF parsing: the list tokens
should now be accepted in any order, and errors don't appear in the middle of
the list parsing.
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r3077 | helixhorned | 2012-10-14 13:41:30 -0700 (Sun, 14 Oct 2012) | 1 line
Factor out 2x identical code into G_WeaponHitCeilingOrFloor().
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r3076 | helixhorned | 2012-10-14 13:41:28 -0700 (Sun, 14 Oct 2012) | 1 line
Clean up G_MoveWeapons(), among other things getting rid of weird indentation.
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r3075 | helixhorned | 2012-10-14 13:41:25 -0700 (Sun, 14 Oct 2012) | 1 line
Clean up A_MoveSprite(), no functional changes.
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r3074 | helixhorned | 2012-10-14 13:41:23 -0700 (Sun, 14 Oct 2012) | 1 line
Rearrange G_MoveTransports() code a little to cut down on nested switches.
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r3073 | helixhorned | 2012-10-14 13:41:21 -0700 (Sun, 14 Oct 2012) | 3 lines
Replace all/most literal SE lotags 1/2 with SE_1_ABOVE_WATER or SE_2_UNDERWATER.
Also catch some other literal SEs and statnums.
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r3072 | helixhorned | 2012-10-14 13:41:17 -0700 (Sun, 14 Oct 2012) | 7 lines
TROR: Prototypical no-SE7 water submersion/emersion.
Submersion only happens when the upper sector has lotag 1 and its vertical
neighbor has lotag 2 (this can be useful to create non-submergible above-water
sectors). Currently, only the player is handled. On the implementation side,
the water handling code is split into P_Submerge() and P_Emerge() preparing the
"teleportation", and P_FinishWaterChange() for the finalization.
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