//------------------------------------------------------------------------- /* Copyright (C) 1996, 2003 - 3D Realms Entertainment This file is NOT part of Duke Nukem 3D version 1.5 - Atomic Edition However, it is either an older version of a file that is, or is some test code written during the development of Duke Nukem 3D. This file is provided purely for educational interest. Duke Nukem 3D is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms */ //------------------------------------------------------------------------- // Floor Over Floor // If standing in sector with SE42 // then draw viewing to SE41 and raise all =hi SE43 cielings. // If standing in sector with SE43 // then draw viewing to SE40 and lower all =hi SE42 floors. // If standing in sector with SE44 // then draw viewing to SE40. // If standing in sector with SE45 // then draw viewing to SE41. #define FOFTILE 13 #define FOFTILEX 32 #define FOFTILEY 32 char fofon=0; long tempsectorz[MAXSECTORS]; long tempsectorpicnum[MAXSECTORS]; //short tempcursectnum; SE40_Draw(int spnum) { int i=0,j=0,k=0; int floor1=0,floor2=0,ok=0,fofmode=0; long offx,offy; if(!fofon) return; if(sprite[spnum].ang!=512) return; i = FOFTILE; //Effect TILE if (!(gotpic[i>>3]&(1<<(i&7)))) return; gotpic[i>>3] &= ~(1<<(i&7)); floor1=spnum; if(sprite[spnum].lotag==42) fofmode=40; if(sprite[spnum].lotag==43) fofmode=41; if(sprite[spnum].lotag==44) fofmode=40; if(sprite[spnum].lotag==45) fofmode=41; // fofmode=sprite[spnum].lotag-2; // sectnum=sprite[j].sectnum; // sectnum=cursectnum; ok++; /* recursive? for(j=0;j