Well, we don't need "experimental" slopes anymore either

Not when we have properly working ones!
This commit is contained in:
Inuyasha 2016-03-09 01:09:21 -08:00
parent 6aa708b5af
commit 5a38088623
5 changed files with 2 additions and 57 deletions

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@ -427,9 +427,6 @@ extern const char *compdate, *comptime, *comprevision, *compbranch;
/// \note obsoleted by cv_maxportals
//#define PORTAL_LIMIT 8
/// Fun experimental slope stuff!
//#define SLOPENESS
/// Kalaron/Eternity Engine slope code (SRB2CB ported)
#define ESLOPE

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@ -36,9 +36,7 @@ typedef struct
{
float x;
float y;
//#ifdef SLOPENESS
float z;
//#endif
} polyvertex_t;
#ifdef _MSC_VER

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@ -539,6 +539,8 @@ static void HWR_RenderPlane(sector_t *sector, extrasubsector_t *xsub, fixed_t fi
static FOutVector *planeVerts = NULL;
static UINT16 numAllocedPlaneVerts = 0;
(void)sector;
// no convex poly were generated for this subsector
if (!xsub->planepoly)
return;
@ -678,25 +680,6 @@ static void HWR_RenderPlane(sector_t *sector, extrasubsector_t *xsub, fixed_t fi
v3d->x = pv->x;
v3d->y = height;
v3d->z = pv->y;
#ifdef SLOPENESS
if (sector && sector->special == 65535)
{
size_t q;
for (q = 0; q < sector->linecount; q++)
{
if (v3d->x == sector->lines[q]->v1->x>>FRACBITS)
{
if (v3d->z == sector->lines[q]->v1->y>>FRACBITS)
{
v3d->y += sector->lines[q]->v1->z>>FRACBITS;
break;
}
}
}
}
#else
(void)sector;
#endif
}
// only useful for flat coloured triangles

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@ -6028,31 +6028,6 @@ void P_SpawnSpecials(INT32 fromnetsave)
P_AddRaiseThinker(lines[i].frontsector, &lines[i]);
break;
#ifdef SLOPENESS
case 999:
sec = sides[*lines[i].sidenum].sector-sectors;
for (s = -1; (s = P_FindSectorFromLineTag(lines + i, s)) >= 0 ;)
{
size_t counting;
sectors[s].floorangle = ANGLE_45;
for (counting = 0; counting < sectors[s].linecount/2; counting++)
{
sectors[s].lines[counting]->v1->z = sectors[sec].floorheight;
CONS_Debug(DBG_GAMELOGIC, "Set it to %d\n", sectors[s].lines[counting]->v1->z>>FRACBITS);
}
for (counting = sectors[s].linecount/2; counting < sectors[s].linecount; counting++)
{
sectors[s].lines[counting]->v1->z = sectors[sec].ceilingheight;
CONS_Debug(DBG_GAMELOGIC, "Set it to %d\n", sectors[s].lines[counting]->v1->z>>FRACBITS);
}
sectors[s].special = 65535;
CONS_Debug(DBG_GAMELOGIC, "Found & Set slope!\n");
}
break;
#endif
case 200: // Double light effect
P_AddFakeFloorsByLine(i, FF_EXISTS|FF_CUTSPRITES|FF_DOUBLESHADOW, secthinkers);
break;

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@ -369,14 +369,6 @@ typedef struct sector_s
double lineoutLength;
#endif // ----- end special tricks -----
// ZDoom C++ to Legacy C conversion (for slopes)
// store floor and ceiling planes instead of heights
//secplane_t floorplane, ceilingplane;
#ifdef SLOPENESS
//fixed_t floortexz, ceilingtexz; // [RH] used for wall texture mapping
angle_t floorangle;
#endif
// This points to the master's floorheight, so it can be changed in realtime!
fixed_t *gravity; // per-sector gravity
boolean verticalflip; // If gravity < 0, then allow flipped physics