📄 p_switch.c
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case 203: // Lower ceiling to lowest surrounding ceiling if (EV_DoCeiling(line,lowerToLowest)) P_ChangeSwitchTexture(line,0); break; case 204: // Lower ceiling to highest surrounding floor if (EV_DoCeiling(line,lowerToMaxFloor)) P_ChangeSwitchTexture(line,0); break; case 209: // killough 1/31/98: silent teleporter if (EV_SilentTeleport(line, side, thing)) P_ChangeSwitchTexture(line,0); break; case 241: //jff 3/15/98 create texture change no motion type // Texture Change Only (Numeric) if (EV_DoChange(line,numChangeOnly)) P_ChangeSwitchTexture(line,0); break; case 221: // Lower floor to next lowest floor if (EV_DoFloor(line,lowerFloorToNearest)) P_ChangeSwitchTexture(line,0); break; case 229: // Raise elevator next floor if (EV_DoElevator(line,elevateUp)) P_ChangeSwitchTexture(line,0); break; case 233: // Lower elevator next floor if (EV_DoElevator(line,elevateDown)) P_ChangeSwitchTexture(line,0); break; case 237: // Elevator to current floor if (EV_DoElevator(line,elevateCurrent)) P_ChangeSwitchTexture(line,0); break; //end of added S1 linedef types //added linedef types to fill all functions out so that //all possess SR, S1, WR, W1 types case 78: // Texture/type Change Only (Numeric) if (EV_DoChange(line,numChangeOnly)) P_ChangeSwitchTexture(line,1); break; case 176: // Raise Floor to shortest lower texture if (EV_DoFloor(line,raiseToTexture)) P_ChangeSwitchTexture(line,1); break; case 177: // Raise Floor to shortest lower texture if (EV_DoFloor(line,lowerAndChange)) P_ChangeSwitchTexture(line,1); break; case 178: // Raise Floor 512 if (EV_DoFloor(line,raiseFloor512)) P_ChangeSwitchTexture(line,1); break; case 179: // Raise Floor 24 and change if (EV_DoFloor(line,raiseFloor24AndChange)) P_ChangeSwitchTexture(line,1); break; case 180: // Raise Floor 24 if (EV_DoFloor(line,raiseFloor24)) P_ChangeSwitchTexture(line,1); break; case 181: // Moving floor min n to max n EV_DoPlat(line,perpetualRaise,0); P_ChangeSwitchTexture(line,1); break; case 182: // Stop Moving floor EV_StopPlat(line); P_ChangeSwitchTexture(line,1); break; case 183: // Start fast crusher if (EV_DoCeiling(line,fastCrushAndRaise)) P_ChangeSwitchTexture(line,1); break; case 184: // Start slow crusher if (EV_DoCeiling(line,crushAndRaise)) P_ChangeSwitchTexture(line,1); break; case 185: // Start slow silent crusher if (EV_DoCeiling(line,silentCrushAndRaise)) P_ChangeSwitchTexture(line,1); break; case 186: // Raise ceiling, Lower floor if (EV_DoCeiling(line, raiseToHighest) || EV_DoFloor(line, lowerFloorToLowest)) P_ChangeSwitchTexture(line,1); break; case 187: // Lower floor and Crush if (EV_DoCeiling(line, lowerAndCrush)) P_ChangeSwitchTexture(line,1); break; case 188: // Stop crusher if (EV_CeilingCrushStop(line)) P_ChangeSwitchTexture(line,1); break; case 190: //jff 3/15/98 create texture change no motion type // Texture Change Only (Trigger) if (EV_DoChange(line,trigChangeOnly)) P_ChangeSwitchTexture(line,1); break; case 191: // Lower Pillar, Raise Donut if (EV_DoDonut(line)) P_ChangeSwitchTexture(line,1); break; case 192: // Lights to brightest neighbor sector EV_LightTurnOn(line,0); P_ChangeSwitchTexture(line,1); break; case 193: // Start Lights Strobing EV_StartLightStrobing(line); P_ChangeSwitchTexture(line,1); break; case 194: // Lights to Dimmest Near EV_TurnTagLightsOff(line); P_ChangeSwitchTexture(line,1); break; case 195: // Teleport if (EV_Teleport(line,side,thing)) P_ChangeSwitchTexture(line,1); break; case 196: // Close Door, Open in 30 secs if (EV_DoDoor(line,close30ThenOpen,VDOORSPEED)) P_ChangeSwitchTexture(line,1); break; case 205: // Lower ceiling to lowest surrounding ceiling if (EV_DoCeiling(line,lowerToLowest)) P_ChangeSwitchTexture(line,1); break; case 206: // Lower ceiling to highest surrounding floor if (EV_DoCeiling(line,lowerToMaxFloor)) P_ChangeSwitchTexture(line,1); break; case 210: // Silent teleporter if (EV_SilentTeleport(line, side, thing)) P_ChangeSwitchTexture(line,1); break; case 211: // Toggle Floor Between C and F Instantly if (EV_DoPlat(line,toggleUpDn,0)) P_ChangeSwitchTexture(line,1); break; case 222: // Lower floor to next lowest floor if (EV_DoFloor(line,lowerFloorToNearest)) P_ChangeSwitchTexture(line,1); break; case 230: // Raise elevator next floor if (EV_DoElevator(line,elevateUp)) P_ChangeSwitchTexture(line,1); break; case 234: // Lower elevator next floor if (EV_DoElevator(line,elevateDown)) P_ChangeSwitchTexture(line,1); break; case 238: // Elevator to current floor if (EV_DoElevator(line,elevateCurrent)) P_ChangeSwitchTexture(line,1); break; case 258: // Build stairs, step 8 if (EV_BuildStairs(line,build8)) P_ChangeSwitchTexture(line,1); break; case 259: // Build stairs, step 16 if (EV_BuildStairs(line,turbo16)) P_ChangeSwitchTexture(line,1); break; // end of added SR linedef types } break; // BUTTONS case 42: // Close Door if (EV_DoDoor(line,doorclose,VDOORSPEED)) P_ChangeSwitchTexture(line,1); break; case 43: // Lower Ceiling to Floor if (EV_DoCeiling(line,lowerToFloor)) P_ChangeSwitchTexture(line,1); break; case 45: // Lower Floor to Surrounding floor height if (EV_DoFloor(line,lowerFloor)) P_ChangeSwitchTexture(line,1); break; case 60: // Lower Floor to Lowest if (EV_DoFloor(line,lowerFloorToLowest)) P_ChangeSwitchTexture(line,1); break; case 61: // Open Door if (EV_DoDoor(line,dooropen,VDOORSPEED)) P_ChangeSwitchTexture(line,1); break; case 62: // PlatDownWaitUpStay if (EV_DoPlat(line,downWaitUpStay,1)) P_ChangeSwitchTexture(line,1); break; case 63: // Raise Door if (EV_DoDoor(line,normalDoor,VDOORSPEED)) P_ChangeSwitchTexture(line,1); break; case 64: // Raise Floor to ceiling if (EV_DoFloor(line,raiseFloor)) P_ChangeSwitchTexture(line,1); break; case 66: // Raise Floor 24 and change texture if (EV_DoPlat(line,raiseAndChange,24)) P_ChangeSwitchTexture(line,1); break; case 67: // Raise Floor 32 and change texture if (EV_DoPlat(line,raiseAndChange,32)) P_ChangeSwitchTexture(line,1); break; case 65: // Raise Floor Crush if (EV_DoFloor(line,raiseFloorCrush)) P_ChangeSwitchTexture(line,1); break; case 68: // Raise Plat to next highest floor and change texture if (EV_DoPlat(line,raiseToNearestAndChange,0)) P_ChangeSwitchTexture(line,1); break; case 69: // Raise Floor to next highest floor if (EV_DoFloor(line, raiseFloorToNearest)) P_ChangeSwitchTexture(line,1); break; case 70: // Turbo Lower Floor if (EV_DoFloor(line,turboLower)) P_ChangeSwitchTexture(line,1); break; case 114: // Blazing Door Raise (faster than TURBO!) if (EV_DoDoor (line,blazeRaise,4*VDOORSPEED)) P_ChangeSwitchTexture(line,1); break; case 115: // Blazing Door Open (faster than TURBO!) if (EV_DoDoor (line,blazeOpen,4*VDOORSPEED)) P_ChangeSwitchTexture(line,1); break; case 116: // Blazing Door Close (faster than TURBO!) if (EV_DoDoor (line,blazeClose,4*VDOORSPEED)) P_ChangeSwitchTexture(line,1); break; case 123: // Blazing PlatDownWaitUpStay if (EV_DoPlat(line,blazeDWUS,0)) P_ChangeSwitchTexture(line,1); break; case 132: // Raise Floor Turbo if (EV_DoFloor(line,raiseFloorTurbo)) P_ChangeSwitchTexture(line,1); break; case 99: if( gamemode == heretic ) // used for right scrolling texture break; // BlzOpenDoor BLUE case 134: // BlzOpenDoor RED case 136: // BlzOpenDoor YELLOW if (EV_DoLockedDoor (line,blazeOpen,thing,4*VDOORSPEED)) P_ChangeSwitchTexture(line,1); break; case 138: // Light Turn On EV_LightTurnOn(line,255); P_ChangeSwitchTexture(line,1); break; case 139: // Light Turn Off EV_LightTurnOn(line,35); P_ChangeSwitchTexture(line,1); break; } return true;}
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