📄 p_telept.c
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// Emacs style mode select -*- C++ -*- //-----------------------------------------------------------------------------//// $Id: p_telept.c,v 1.2 2003/09/08 22:34:30 jasonk Exp $//// Copyright (C) 1993-1996 by id Software, Inc.//// This source is available for distribution and/or modification// only under the terms of the DOOM Source Code License as// published by id Software. All rights reserved.//// The source is distributed in the hope that it will be useful,// but WITHOUT ANY WARRANTY; without even the implied warranty of// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License// for more details.//// $Log: p_telept.c,v $// Revision 1.2 2003/09/08 22:34:30 jasonk// Updated files because this fucker won't build for no fucking good reason.//// Revision 1.1.1.1 2003/09/04 21:08:13 jasonk// Initial import//// Revision 1.1 2000/12/08 21:07:54 jeffw// nxdoom initial entry -- No nxdoom/Makefile so it won't build automatically////// DESCRIPTION:// Teleportation.////-----------------------------------------------------------------------------static const charrcsid[] = "$Id: p_telept.c,v 1.2 2003/09/08 22:34:30 jasonk Exp $";#include "doomdef.h"#include "s_sound.h"#include "p_local.h"// Data.#include "sounds.h"// State.#include "r_state.h"//// TELEPORTATION//intEV_Teleport( line_t* line, int side, mobj_t* thing ){ int i; int tag; mobj_t* m; mobj_t* fog; unsigned an; thinker_t* thinker; sector_t* sector; fixed_t oldx; fixed_t oldy; fixed_t oldz; // don't teleport missiles if (thing->flags & MF_MISSILE) return 0; // Don't teleport if hit back of line, // so you can get out of teleporter. if (side == 1) return 0; tag = line->tag; for (i = 0; i < numsectors; i++) { if (sectors[ i ].tag == tag ) { thinker = thinkercap.next; for (thinker = thinkercap.next; thinker != &thinkercap; thinker = thinker->next) { // not a mobj if (thinker->function.acp1 != (actionf_p1)P_MobjThinker) continue; m = (mobj_t *)thinker; // not a teleportman if (m->type != MT_TELEPORTMAN ) continue; sector = m->subsector->sector; // wrong sector if (sector-sectors != i ) continue; oldx = thing->x; oldy = thing->y; oldz = thing->z; if (!P_TeleportMove (thing, m->x, m->y)) return 0; thing->z = thing->floorz; //fixme: not needed? if (thing->player) thing->player->viewz = thing->z+thing->player->viewheight; // spawn teleport fog at source and destination fog = P_SpawnMobj (oldx, oldy, oldz, MT_TFOG); S_StartSound (fog, sfx_telept); an = m->angle >> ANGLETOFINESHIFT; fog = P_SpawnMobj (m->x+20*finecosine[an], m->y+20*finesine[an] , thing->z, MT_TFOG); // emit sound, where? S_StartSound (fog, sfx_telept); // don't move for a bit if (thing->player) thing->reactiontime = 18; thing->angle = m->angle; thing->momx = thing->momy = thing->momz = 0; return 1; } } } return 0;}
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