Merge branch 'udmf-next' into udmf-multitag

This commit is contained in:
Nev3r 2020-04-14 22:21:32 +02:00
commit 35f539e398
7 changed files with 0 additions and 635 deletions

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@ -738,12 +738,6 @@ linedeftypes
flags2text = "[1] Use control sector tag";
flags64text = "[6] No sound effect";
}
65
{
title = "Bridge Thinker <disabled>";
prefix = "(65)";
}
}
polyobject

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@ -26,19 +26,6 @@
// FLOORS
// ==========================================================================
//
// Mini-P_IsObjectOnGroundIn for T_MovePlane hack
//
static inline boolean P_MobjReadyToMove(mobj_t *mo, sector_t *sec, boolean sectorisffloor, boolean sectorisquicksand)
{
if (sectorisquicksand)
return (mo->z > sec->floorheight && mo->z < sec->ceilingheight);
else if (!!(mo->flags & MF_SPAWNCEILING) ^ !!(mo->eflags & MFE_VERTICALFLIP))
return ((sectorisffloor) ? (mo->z+mo->height != sec->floorheight) : (mo->z+mo->height != sec->ceilingheight));
else
return ((sectorisffloor) ? (mo->z != sec->ceilingheight) : (mo->z != sec->floorheight));
}
//
// Move a plane (floor or ceiling) and check for crushing
//
@ -48,14 +35,6 @@ result_e T_MovePlane(sector_t *sector, fixed_t speed, fixed_t dest, boolean crus
boolean flag;
fixed_t lastpos;
fixed_t destheight; // used to keep floors/ceilings from moving through each other
// Stuff used for mobj hacks.
INT32 secnum = -1;
mobj_t *mo = NULL;
sector_t *sec = NULL;
ffloor_t *rover = NULL;
boolean sectorisffloor = false;
boolean sectorisquicksand = false;
sector->moved = true;
switch (floorOrCeiling)
@ -193,83 +172,6 @@ result_e T_MovePlane(sector_t *sector, fixed_t speed, fixed_t dest, boolean crus
break;
}
// Hack for buggy mobjs to move by gravity with moving planes.
if (sector->tagline)
sectorisffloor = true;
// Optimization condition. If the sector is not an FOF, declare sec as the main sector outside of the loop.
if (!sectorisffloor)
sec = sector;
// Optimization condition. Only run the logic if there is any Things in the sector.
if (sectorisffloor || sec->thinglist)
{
// If this is an FOF being checked, check all the affected sectors for moving mobjs.
while ((sectorisffloor ? (secnum = P_FindSectorFromLineTag(sector->tagline, secnum)) : (secnum = 1)) >= 0)
{
if (sectorisffloor)
{
// Get actual sector from the list of sectors.
sec = &sectors[secnum];
// Can't use P_InQuicksand because it will return the incorrect result
// because of checking for heights.
for (rover = sec->ffloors; rover; rover = rover->next)
{
if (rover->target == sec && (rover->flags & FF_QUICKSAND))
{
sectorisquicksand = true;
break;
}
}
}
for (mo = sec->thinglist; mo; mo = mo->snext)
{
// The object should be ready to move as defined by this function.
if (!P_MobjReadyToMove(mo, sec, sectorisffloor, sectorisquicksand))
continue;
// The object should not be moving at all.
if (mo->momx || mo->momy || mo->momz)
continue;
// These objects will be affected by this condition.
switch (mo->type)
{
case MT_GOOP: // Egg Slimer's goop objects
case MT_SPINFIRE: // Elemental Shield flame balls
case MT_SPIKE: // Floor Spike
// Is the object hang from the ceiling?
// In that case, swap the planes used.
// verticalflip inverts
if (!!(mo->flags & MF_SPAWNCEILING) ^ !!(mo->eflags & MFE_VERTICALFLIP))
{
if (sectorisffloor && !sectorisquicksand)
mo->z = mo->ceilingz - mo->height;
else
mo->z = mo->ceilingz = mo->subsector->sector->ceilingheight - mo->height;
}
else
{
if (sectorisffloor && !sectorisquicksand)
mo->z = mo->floorz;
else
mo->z = mo->floorz = mo->subsector->sector->floorheight;
}
break;
// Kill warnings...
default:
break;
}
}
// Break from loop if there is no FOFs to check.
if (!sectorisffloor)
break;
}
}
return ok;
}
@ -1275,478 +1177,6 @@ void T_FloatSector(levelspecthink_t *floater)
}
}
//
// T_BridgeThinker
//
// Kind of like T_RaiseSector,
// but spreads out across
// multiple FOFs at varying
// intensity.
//
void T_BridgeThinker(levelspecthink_t *bridge)
{
msecnode_t *node;
mobj_t *thing;
sector_t *sector;
sector_t *controlsec = NULL;
INT32 i, k;
INT16 j;
boolean playeronme = false;
fixed_t ceilingdestination = 0, floordestination = 0;
result_e res = 0;
#define ORIGFLOORHEIGHT (bridge->vars[0])
#define ORIGCEILINGHEIGHT (bridge->vars[1])
#define BASESPEED (bridge->vars[2])
#define CURSPEED (bridge->vars[3])
#define STARTTAG ((INT16)bridge->vars[4])
#define ENDTAG ((INT16)bridge->vars[5])
#define DIRECTION (bridge->vars[8])
#define SAGAMT (8*FRACUNIT)
fixed_t lowceilheight = ORIGCEILINGHEIGHT - SAGAMT;
fixed_t lowfloorheight = ORIGFLOORHEIGHT - SAGAMT;
#define LOWCEILINGHEIGHT (lowceilheight)
#define LOWFLOORHEIGHT (lowfloorheight)
#define STARTCONTROLTAG (ENDTAG + 1)
#define ENDCONTROLTAG (ENDTAG + (ENDTAG - STARTTAG) + 1)
// Is someone standing on it?
for (j = STARTTAG; j <= ENDTAG; j++)
{
for (i = -1; (i = P_FindSectorFromTag(j, i)) >= 0 ;)
{
sector = &sectors[i];
// Nab the control sector that this sector belongs to.
k = P_FindSectorFromTag((INT16)(j + (ENDTAG-STARTTAG) + 1), -1);
if (k == -1)
break;
controlsec = &sectors[k];
// Is a player standing on me?
for (node = sector->touching_thinglist; node; node = node->m_thinglist_next)
{
thing = node->m_thing;
if (!thing->player)
continue;
if (!(thing->z == controlsec->ceilingheight))
continue;
playeronme = true;
goto wegotit; // Just take the first one?
}
}
}
wegotit:
if (playeronme)
{
// Lower controlsec like a regular T_RaiseSector
// Set the heights of all the other control sectors to
// be a gradient of this height toward the edges
}
else
{
// Raise controlsec like a regular T_RaiseSector
// Set the heights of all the other control sectors to
// be a gradient of this height toward the edges.
}
if (playeronme && controlsec)
{
INT32 dist;
bridge->sector = controlsec;
CURSPEED = BASESPEED;
{
// Translate tags to - 0 + range
/*so you have a number in [min, max].
let range = max - min, subtract min
from your number to get [0, range].
subtract range/2 to get [-range/2, range/2].
take absolute value and get [0, range/2] where
lower number = closer to midpoint. divide by
range/2 to get [0, 1]. subtract that number
from 1 to get [0, 1] with higher number = closer
to midpoint. multiply this by max sag amount*/
INT32 midpoint = STARTCONTROLTAG + ((ENDCONTROLTAG-STARTCONTROLTAG) + 1)/2;
// INT32 tagstart = STARTTAG - midpoint;
// INT32 tagend = ENDTAG - midpoint;
// CONS_Debug(DBG_GAMELOGIC, "tagstart is %d, tagend is %d\n", tagstart, tagend);
// Sag is adjusted by how close you are to the center
dist = ((ENDCONTROLTAG - STARTCONTROLTAG))/2 - abs(bridge->sector->tag - midpoint);
// CONS_Debug(DBG_GAMELOGIC, "Dist is %d\n", dist);
LOWCEILINGHEIGHT -= (SAGAMT) * dist;
LOWFLOORHEIGHT -= (SAGAMT) * dist;
}
// go down
if (bridge->sector->ceilingheight <= LOWCEILINGHEIGHT)
{
bridge->sector->floorheight = LOWCEILINGHEIGHT - (bridge->sector->ceilingheight - bridge->sector->floorheight);
bridge->sector->ceilingheight = LOWCEILINGHEIGHT;
bridge->sector->ceilspeed = 0;
bridge->sector->floorspeed = 0;
goto dorest;
}
DIRECTION = -1;
ceilingdestination = LOWCEILINGHEIGHT;
floordestination = LOWFLOORHEIGHT;
if ((bridge->sector->ceilingheight - LOWCEILINGHEIGHT)
< (ORIGCEILINGHEIGHT - bridge->sector->ceilingheight))
{
fixed_t origspeed = CURSPEED;
// Slow down as you get closer to the bottom
CURSPEED = FixedMul(CURSPEED,FixedDiv(bridge->sector->ceilingheight - LOWCEILINGHEIGHT, (ORIGCEILINGHEIGHT - LOWCEILINGHEIGHT)>>5));
if (CURSPEED <= origspeed/16)
CURSPEED = origspeed/16;
else if (CURSPEED > origspeed)
CURSPEED = origspeed;
}
else
{
fixed_t origspeed = CURSPEED;
// Slow down as you get closer to the top
CURSPEED = FixedMul(CURSPEED,FixedDiv(ORIGCEILINGHEIGHT - bridge->sector->ceilingheight, (ORIGCEILINGHEIGHT - LOWCEILINGHEIGHT)>>5));
if (CURSPEED <= origspeed/16)
CURSPEED = origspeed/16;
else if (CURSPEED > origspeed)
CURSPEED = origspeed;
}
// CONS_Debug(DBG_GAMELOGIC, "Curspeed is %d\n", CURSPEED>>FRACBITS);
res = T_MovePlane
(
bridge->sector, // sector
CURSPEED, // speed
ceilingdestination, // dest
0, // crush
1, // floor or ceiling (1 for ceiling)
DIRECTION // direction
);
if (res == ok || res == pastdest)
T_MovePlane
(
bridge->sector, // sector
CURSPEED, // speed
floordestination, // dest
0, // crush
0, // floor or ceiling (0 for floor)
DIRECTION // direction
);
bridge->sector->ceilspeed = 42;
bridge->sector->floorspeed = CURSPEED*DIRECTION;
dorest:
// Adjust joined sector heights
{
sector_t *sourcesec = bridge->sector;
INT32 divisor = sourcesec->tag - ENDTAG + 1;
fixed_t heightdiff = ORIGCEILINGHEIGHT - sourcesec->ceilingheight;
fixed_t interval;
INT32 plusplusme = 0;
if (divisor > 0)
{
interval = heightdiff/divisor;
// CONS_Debug(DBG_GAMELOGIC, "interval is %d\n", interval>>FRACBITS);
// TODO: Use T_MovePlane
for (j = (INT16)(ENDTAG+1); j <= sourcesec->tag; j++, plusplusme++)
{
for (i = -1; (i = P_FindSectorFromTag(j, i)) >= 0 ;)
{
if (sectors[i].ceilingheight >= sourcesec->ceilingheight)
{
sectors[i].ceilingheight = ORIGCEILINGHEIGHT - (interval*plusplusme);
sectors[i].floorheight = ORIGFLOORHEIGHT - (interval*plusplusme);
}
else // Do the regular rise
{
bridge->sector = &sectors[i];
CURSPEED = BASESPEED/2;
// rise back up
if (bridge->sector->ceilingheight >= ORIGCEILINGHEIGHT)
{
bridge->sector->floorheight = ORIGCEILINGHEIGHT - (bridge->sector->ceilingheight - bridge->sector->floorheight);
bridge->sector->ceilingheight = ORIGCEILINGHEIGHT;
bridge->sector->ceilspeed = 0;
bridge->sector->floorspeed = 0;
continue;
}
DIRECTION = 1;
ceilingdestination = ORIGCEILINGHEIGHT;
floordestination = ORIGFLOORHEIGHT;
// CONS_Debug(DBG_GAMELOGIC, "ceildest: %d, floordest: %d\n", ceilingdestination>>FRACBITS, floordestination>>FRACBITS);
if ((bridge->sector->ceilingheight - LOWCEILINGHEIGHT)
< (ORIGCEILINGHEIGHT - bridge->sector->ceilingheight))
{
fixed_t origspeed = CURSPEED;
// Slow down as you get closer to the bottom
CURSPEED = FixedMul(CURSPEED,FixedDiv(bridge->sector->ceilingheight - LOWCEILINGHEIGHT, (ORIGCEILINGHEIGHT - LOWCEILINGHEIGHT)>>5));
if (CURSPEED <= origspeed/16)
CURSPEED = origspeed/16;
else if (CURSPEED > origspeed)
CURSPEED = origspeed;
}
else
{
fixed_t origspeed = CURSPEED;
// Slow down as you get closer to the top
CURSPEED = FixedMul(CURSPEED,FixedDiv(ORIGCEILINGHEIGHT - bridge->sector->ceilingheight, (ORIGCEILINGHEIGHT - LOWCEILINGHEIGHT)>>5));
if (CURSPEED <= origspeed/16)
CURSPEED = origspeed/16;
else if (CURSPEED > origspeed)
CURSPEED = origspeed;
}
res = T_MovePlane
(
bridge->sector, // sector
CURSPEED, // speed
ceilingdestination, // dest
0, // crush
1, // floor or ceiling (1 for ceiling)
DIRECTION // direction
);
if (res == ok || res == pastdest)
T_MovePlane
(
bridge->sector, // sector
CURSPEED, // speed
floordestination, // dest
0, // crush
0, // floor or ceiling (0 for floor)
DIRECTION // direction
);
bridge->sector->ceilspeed = 42;
bridge->sector->floorspeed = CURSPEED*DIRECTION;
}
}
}
}
// Now the other side
divisor = ENDTAG + (ENDTAG-STARTTAG) + 1;
divisor -= sourcesec->tag;
if (divisor > 0)
{
interval = heightdiff/divisor;
plusplusme = 0;
// CONS_Debug(DBG_GAMELOGIC, "interval2 is %d\n", interval>>FRACBITS);
for (j = (INT16)(sourcesec->tag+1); j <= ENDTAG + (ENDTAG-STARTTAG) + 1; j++, plusplusme++)
{
for (i = -1; (i = P_FindSectorFromTag(j, i)) >= 0 ;)
{
if (sectors[i].ceilingheight >= sourcesec->ceilingheight)
{
sectors[i].ceilingheight = sourcesec->ceilingheight + (interval*plusplusme);
sectors[i].floorheight = sourcesec->floorheight + (interval*plusplusme);
}
else // Do the regular rise
{
bridge->sector = &sectors[i];
CURSPEED = BASESPEED/2;
// rise back up
if (bridge->sector->ceilingheight >= ORIGCEILINGHEIGHT)
{
bridge->sector->floorheight = ORIGCEILINGHEIGHT - (bridge->sector->ceilingheight - bridge->sector->floorheight);
bridge->sector->ceilingheight = ORIGCEILINGHEIGHT;
bridge->sector->ceilspeed = 0;
bridge->sector->floorspeed = 0;
continue;
}
DIRECTION = 1;
ceilingdestination = ORIGCEILINGHEIGHT;
floordestination = ORIGFLOORHEIGHT;
// CONS_Debug(DBG_GAMELOGIC, "ceildest: %d, floordest: %d\n", ceilingdestination>>FRACBITS, floordestination>>FRACBITS);
if ((bridge->sector->ceilingheight - LOWCEILINGHEIGHT)
< (ORIGCEILINGHEIGHT - bridge->sector->ceilingheight))
{
fixed_t origspeed = CURSPEED;
// Slow down as you get closer to the bottom
CURSPEED = FixedMul(CURSPEED,FixedDiv(bridge->sector->ceilingheight - LOWCEILINGHEIGHT, (ORIGCEILINGHEIGHT - LOWCEILINGHEIGHT)>>5));
if (CURSPEED <= origspeed/16)
CURSPEED = origspeed/16;
else if (CURSPEED > origspeed)
CURSPEED = origspeed;
}
else
{
fixed_t origspeed = CURSPEED;
// Slow down as you get closer to the top
CURSPEED = FixedMul(CURSPEED,FixedDiv(ORIGCEILINGHEIGHT - bridge->sector->ceilingheight, (ORIGCEILINGHEIGHT - LOWCEILINGHEIGHT)>>5));
if (CURSPEED <= origspeed/16)
CURSPEED = origspeed/16;
else if (CURSPEED > origspeed)
CURSPEED = origspeed;
}
res = T_MovePlane
(
bridge->sector, // sector
CURSPEED, // speed
ceilingdestination, // dest
0, // crush
1, // floor or ceiling (1 for ceiling)
DIRECTION // direction
);
if (res == ok || res == pastdest)
T_MovePlane
(
bridge->sector, // sector
CURSPEED, // speed
floordestination, // dest
0, // crush
0, // floor or ceiling (0 for floor)
DIRECTION // direction
);
bridge->sector->ceilspeed = 42;
bridge->sector->floorspeed = CURSPEED*DIRECTION;
}
}
}
}
}
// for (i = -1; (i = P_FindSectorFromTag(bridge->sourceline->tag, i)) >= 0 ;)
// P_RecalcPrecipInSector(&sectors[i]);
}
else
{
// Iterate control sectors
for (j = (INT16)(ENDTAG+1); j <= (ENDTAG+(ENDTAG-STARTTAG)+1); j++)
{
for (i = -1; (i = P_FindSectorFromTag(j, i)) >= 0 ;)
{
bridge->sector = &sectors[i];
CURSPEED = BASESPEED/2;
// rise back up
if (bridge->sector->ceilingheight >= ORIGCEILINGHEIGHT)
{
bridge->sector->floorheight = ORIGCEILINGHEIGHT - (bridge->sector->ceilingheight - bridge->sector->floorheight);
bridge->sector->ceilingheight = ORIGCEILINGHEIGHT;
bridge->sector->ceilspeed = 0;
bridge->sector->floorspeed = 0;
continue;
}
DIRECTION = 1;
ceilingdestination = ORIGCEILINGHEIGHT;
floordestination = ORIGFLOORHEIGHT;
// CONS_Debug(DBG_GAMELOGIC, "ceildest: %d, floordest: %d\n", ceilingdestination>>FRACBITS, floordestination>>FRACBITS);
if ((bridge->sector->ceilingheight - LOWCEILINGHEIGHT)
< (ORIGCEILINGHEIGHT - bridge->sector->ceilingheight))
{
fixed_t origspeed = CURSPEED;
// Slow down as you get closer to the bottom
CURSPEED = FixedMul(CURSPEED,FixedDiv(bridge->sector->ceilingheight - LOWCEILINGHEIGHT, (ORIGCEILINGHEIGHT - LOWCEILINGHEIGHT)>>5));
if (CURSPEED <= origspeed/16)
CURSPEED = origspeed/16;
else if (CURSPEED > origspeed)
CURSPEED = origspeed;
}
else
{
fixed_t origspeed = CURSPEED;
// Slow down as you get closer to the top
CURSPEED = FixedMul(CURSPEED,FixedDiv(ORIGCEILINGHEIGHT - bridge->sector->ceilingheight, (ORIGCEILINGHEIGHT - LOWCEILINGHEIGHT)>>5));
if (CURSPEED <= origspeed/16)
CURSPEED = origspeed/16;
else if (CURSPEED > origspeed)
CURSPEED = origspeed;
}
res = T_MovePlane
(
bridge->sector, // sector
CURSPEED, // speed
ceilingdestination, // dest
0, // crush
1, // floor or ceiling (1 for ceiling)
DIRECTION // direction
);
if (res == ok || res == pastdest)
T_MovePlane
(
bridge->sector, // sector
CURSPEED, // speed
floordestination, // dest
0, // crush
0, // floor or ceiling (0 for floor)
DIRECTION // direction
);
bridge->sector->ceilspeed = 42;
bridge->sector->floorspeed = CURSPEED*DIRECTION;
}
}
// Update precip
}
#undef SAGAMT
#undef LOWFLOORHEIGHT
#undef LOWCEILINGHEIGHT
#undef ORIGFLOORHEIGHT
#undef ORIGCEILINGHEIGHT
#undef BASESPEED
#undef CURSPEED
#undef STARTTAG
#undef ENDTAG
#undef DIRECTION
}
static mobj_t *SearchMarioNode(msecnode_t *node)
{
mobj_t *thing = NULL;

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@ -1356,7 +1356,6 @@ typedef enum
tc_marioblockchecker,
tc_spikesector,
tc_floatsector,
tc_bridgethinker,
tc_crushceiling,
tc_scroll,
tc_friction,
@ -2372,11 +2371,6 @@ static void P_NetArchiveThinkers(void)
SaveSpecialLevelThinker(th, tc_floatsector);
continue;
}
else if (th->function.acp1 == (actionf_p1)T_BridgeThinker)
{
SaveSpecialLevelThinker(th, tc_bridgethinker);
continue;
}
else if (th->function.acp1 == (actionf_p1)T_LaserFlash)
{
SaveLaserThinker(th, tc_laserflash);
@ -3568,10 +3562,6 @@ static void P_NetUnArchiveThinkers(void)
th = LoadSpecialLevelThinker((actionf_p1)T_FloatSector, 0);
break;
case tc_bridgethinker:
th = LoadSpecialLevelThinker((actionf_p1)T_BridgeThinker, 3);
break;
case tc_laserflash:
th = LoadLaserThinker((actionf_p1)T_LaserFlash);
break;

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@ -875,7 +875,6 @@ static void P_InitializeSector(sector_t *ss)
ss->linecount = 0;
ss->lines = NULL;
ss->tagline = NULL;
ss->ffloors = NULL;
ss->attached = NULL;

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@ -5741,8 +5741,6 @@ static ffloor_t *P_AddFakeFloor(sector_t *sec, sector_t *sec2, line_t *master, f
sec2->floorheight = tempceiling;
}
sec2->tagline = master;
if (sec2->numattached == 0)
{
sec2->attached = Z_Malloc(sizeof (*sec2->attached) * sec2->maxattached, PU_STATIC, NULL);
@ -5944,39 +5942,6 @@ static void P_AddFloatThinker(sector_t *sec, INT32 tag, line_t *sourceline)
floater->sourceline = sourceline;
}
/** Adds a bridge thinker.
* Bridge thinkers cause a group of FOFs to behave like
* a bridge made up of pieces, that bows under weight.
*
* \param sec Control sector.
* \sa P_SpawnSpecials, T_BridgeThinker
* \author SSNTails <http://www.ssntails.org>
*/
/*
static inline void P_AddBridgeThinker(line_t *sourceline, sector_t *sec)
{
levelspecthink_t *bridge;
// create an initialize new thinker
bridge = Z_Calloc(sizeof (*bridge), PU_LEVSPEC, NULL);
P_AddThinker(THINK_MAIN, &bridge->thinker);
bridge->thinker.function.acp1 = (actionf_p1)T_BridgeThinker;
bridge->sector = sec;
bridge->vars[0] = sourceline->frontsector->floorheight;
bridge->vars[1] = sourceline->frontsector->ceilingheight;
bridge->vars[2] = P_AproxDistance(sourceline->dx, sourceline->dy); // Speed
bridge->vars[2] = FixedDiv(bridge->vars[2], 16*FRACUNIT);
bridge->vars[3] = bridge->vars[2];
// Start tag and end tag are TARGET SECTORS, not CONTROL SECTORS
// Control sector tags should be End_Tag + (End_Tag - Start_Tag)
bridge->vars[4] = sourceline->tag; // Start tag
bridge->vars[5] = (sides[sourceline->sidenum[0]].textureoffset>>FRACBITS); // End tag
}
*/
/**
* Adds a plane displacement thinker.
* Whenever the "control" sector moves,
@ -6725,13 +6690,6 @@ void P_SpawnSpecials(boolean fromnetsave)
}
break;
case 65: // Bridge Thinker
/*
// Disable this until it's working right!
for (s = -1; (s = P_FindSectorFromLineTag(lines + i, s)) >= 0 ;)
P_AddBridgeThinker(&lines[i], &sectors[s]);*/
break;
case 66: // Displace floor by front sector
TAG_ITER_SECTORS(lines[i].tag, s)
P_AddPlaneDisplaceThinker(pd_floor, P_AproxDistance(lines[i].dx, lines[i].dy)>>8, sides[lines[i].sidenum[0]].sector-sectors, s, !!(lines[i].flags & ML_NOCLIMB));

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@ -354,7 +354,6 @@ void T_StartCrumble(elevator_t *elevator);
void T_MarioBlock(levelspecthink_t *block);
void T_SpikeSector(levelspecthink_t *spikes);
void T_FloatSector(levelspecthink_t *floater);
void T_BridgeThinker(levelspecthink_t *bridge);
void T_MarioBlockChecker(levelspecthink_t *block);
void T_ThwompSector(levelspecthink_t *thwomp);
void T_NoEnemiesSector(levelspecthink_t *nobaddies);

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@ -331,11 +331,6 @@ typedef struct sector_s
size_t linecount;
struct line_s **lines; // [linecount] size
// Hack: store special line tagging to some sectors
// to efficiently help work around bugs by directly
// referencing the specific line that the problem happens in.
// (used in T_MovePlane mobj physics)
struct line_s *tagline;
// Improved fake floor hack
ffloor_t *ffloors;