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inital import
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// P_telept.c
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#include "DoomDef.h"
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#include "P_local.h"
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#include "soundst.h"
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//----------------------------------------------------------------------------
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//
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// FUNC P_Teleport
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//
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//----------------------------------------------------------------------------
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boolean P_Teleport(mobj_t *thing, fixed_t x, fixed_t y, angle_t angle)
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{
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fixed_t oldx;
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fixed_t oldy;
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fixed_t oldz;
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fixed_t aboveFloor;
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fixed_t fogDelta;
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player_t *player;
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unsigned an;
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mobj_t *fog;
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oldx = thing->x;
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oldy = thing->y;
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oldz = thing->z;
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aboveFloor = thing->z-thing->floorz;
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if(!P_TeleportMove(thing, x, y))
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{
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return(false);
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}
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if(thing->player)
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{
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player = thing->player;
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if(player->powers[pw_flight] && aboveFloor)
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{
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thing->z = thing->floorz+aboveFloor;
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if(thing->z+thing->height > thing->ceilingz)
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{
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thing->z = thing->ceilingz-thing->height;
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}
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player->viewz = thing->z+player->viewheight;
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}
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else
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{
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thing->z = thing->floorz;
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player->viewz = thing->z+player->viewheight;
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player->lookdir = 0;
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}
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}
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else if(thing->flags&MF_MISSILE)
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{
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thing->z = thing->floorz+aboveFloor;
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if(thing->z+thing->height > thing->ceilingz)
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{
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thing->z = thing->ceilingz-thing->height;
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}
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}
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else
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{
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thing->z = thing->floorz;
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}
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// Spawn teleport fog at source and destination
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fogDelta = thing->flags&MF_MISSILE ? 0 : TELEFOGHEIGHT;
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fog = P_SpawnMobj(oldx, oldy, oldz+fogDelta, MT_TFOG);
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S_StartSound(fog, sfx_telept);
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an = angle>>ANGLETOFINESHIFT;
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fog = P_SpawnMobj(x+20*finecosine[an],
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y+20*finesine[an], thing->z+fogDelta, MT_TFOG);
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S_StartSound(fog, sfx_telept);
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if(thing->player && !thing->player->powers[pw_weaponlevel2])
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{ // Freeze player for about .5 sec
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thing->reactiontime = 18;
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}
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thing->angle = angle;
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if(thing->flags2&MF2_FOOTCLIP && P_GetThingFloorType(thing) != FLOOR_SOLID)
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{
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thing->flags2 |= MF2_FEETARECLIPPED;
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}
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else if(thing->flags2&MF2_FEETARECLIPPED)
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{
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thing->flags2 &= ~MF2_FEETARECLIPPED;
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}
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if(thing->flags&MF_MISSILE)
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{
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angle >>= ANGLETOFINESHIFT;
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thing->momx = FixedMul(thing->info->speed, finecosine[angle]);
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thing->momy = FixedMul(thing->info->speed, finesine[angle]);
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}
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else
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{
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thing->momx = thing->momy = thing->momz = 0;
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}
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return(true);
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}
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//----------------------------------------------------------------------------
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//
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// FUNC EV_Teleport
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//
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//----------------------------------------------------------------------------
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boolean EV_Teleport(line_t *line, int side, mobj_t *thing)
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{
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int i;
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int tag;
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mobj_t *m;
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thinker_t *thinker;
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sector_t *sector;
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if(thing->flags2&MF2_NOTELEPORT)
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{
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return(false);
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}
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if(side == 1)
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{ // Don't teleport when crossing back side
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return(false);
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}
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tag = line->tag;
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for(i = 0; i < numsectors; i++)
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{
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if(sectors[i].tag == tag)
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{
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thinker = thinkercap.next;
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for(thinker = thinkercap.next; thinker != &thinkercap;
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thinker = thinker->next)
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{
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if(thinker->function != P_MobjThinker)
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{ // Not a mobj
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continue;
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}
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m = (mobj_t *)thinker;
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if(m->type != MT_TELEPORTMAN )
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{ // Not a teleportman
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continue;
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}
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sector = m->subsector->sector;
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if(sector-sectors != i)
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{ // Wrong sector
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continue;
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}
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return(P_Teleport(thing, m->x, m->y, m->angle));
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}
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}
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}
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return(false);
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}
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