Convert dynent to a class
FossilOrigin-Name: d2b3ff790fee10ef4150cdb17f1c979e7001a420b2629b153b4dbf4c0b489704
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26 changed files with 1447 additions and 1061 deletions
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@ -3,6 +3,8 @@
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#include "cube.h"
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#import "DynamicEntity.h"
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bool editmode = false;
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// the current selection, used by almost all editing commands
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@ -52,7 +54,7 @@ VAR(editing, 0, 0, 1);
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void
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toggleedit()
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{
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if (player1->state == CS_DEAD)
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if (player1.state == CS_DEAD)
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return; // do not allow dead players to edit to avoid state
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// confusion
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if (!editmode && !allowedittoggle())
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@ -63,7 +65,7 @@ toggleedit()
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} else {
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resettagareas(); // clear trigger areas to allow them to be
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// edited
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player1->health = 100;
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player1.health = 100;
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if (m_classicsp)
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monsterclear(); // all monsters back at their spawns for
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// editing
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@ -150,7 +152,7 @@ sheight(
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void
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cursorupdate() // called every frame from hud
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{
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flrceil = ((int)(player1->pitch >= 0)) * 2;
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flrceil = ((int)(player1.pitch >= 0)) * 2;
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volatile float x =
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worldpos.x; // volatile needed to prevent msvc7 optimizer bug?
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@ -166,8 +168,8 @@ cursorupdate() // called every frame from hud
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// selected wall
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if (fabs(sheight(s, s, z) - z) > 1) {
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x += x > player1->o.x ? 0.5f : -0.5f; // find right wall cube
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y += y > player1->o.y ? 0.5f : -0.5f;
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x += x > player1.o.x ? 0.5f : -0.5f; // find right wall cube
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y += y > player1.o.y ? 0.5f : -0.5f;
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cx = (int)x;
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cy = (int)y;
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@ -322,9 +324,9 @@ tofronttex() // maintain most recently used of the texture lists when applying
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}
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void
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editdrag(bool isdown)
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editdrag(bool isDown)
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{
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if (dragging = isdown) {
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if ((dragging = isDown)) {
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lastx = cx;
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lasty = cy;
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lasth = ch;
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@ -602,7 +604,7 @@ newent(OFString *what, OFString *a1, OFString *a2, OFString *a3, OFString *a4)
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{
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EDITSEL;
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@autoreleasepool {
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newentity(sel.x, sel.y, (int)player1->o.z, what,
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newentity(sel.x, sel.y, (int)player1.o.z, what,
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(int)[a1 longLongValueWithBase:0],
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(int)[a2 longLongValueWithBase:0],
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(int)[a3 longLongValueWithBase:0],
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