------------------------------------------------------------------------ r3078 | helixhorned | 2012-10-14 13:41:34 -0700 (Sun, 14 Oct 2012) | 12 lines Texel-granular hitscan() for wall-aligned sprites. The attribute is set per tile from DEF: either texhitscanrange or tilefromtexture { ... texhitscan ... } (As a special case, the list may only contain "texhitscan", in which case the texture is not changed.) In passing, do some cleanup for "tilefromtexture" DEF parsing: the list tokens should now be accepted in any order, and errors don't appear in the middle of the list parsing. ------------------------------------------------------------------------ r3077 | helixhorned | 2012-10-14 13:41:30 -0700 (Sun, 14 Oct 2012) | 1 line Factor out 2x identical code into G_WeaponHitCeilingOrFloor(). ------------------------------------------------------------------------ r3076 | helixhorned | 2012-10-14 13:41:28 -0700 (Sun, 14 Oct 2012) | 1 line Clean up G_MoveWeapons(), among other things getting rid of weird indentation. ------------------------------------------------------------------------ r3075 | helixhorned | 2012-10-14 13:41:25 -0700 (Sun, 14 Oct 2012) | 1 line Clean up A_MoveSprite(), no functional changes. ------------------------------------------------------------------------ r3074 | helixhorned | 2012-10-14 13:41:23 -0700 (Sun, 14 Oct 2012) | 1 line Rearrange G_MoveTransports() code a little to cut down on nested switches. ------------------------------------------------------------------------ r3073 | helixhorned | 2012-10-14 13:41:21 -0700 (Sun, 14 Oct 2012) | 3 lines Replace all/most literal SE lotags 1/2 with SE_1_ABOVE_WATER or SE_2_UNDERWATER. Also catch some other literal SEs and statnums. ------------------------------------------------------------------------ r3072 | helixhorned | 2012-10-14 13:41:17 -0700 (Sun, 14 Oct 2012) | 7 lines TROR: Prototypical no-SE7 water submersion/emersion. Submersion only happens when the upper sector has lotag 1 and its vertical neighbor has lotag 2 (this can be useful to create non-submergible above-water sectors). Currently, only the player is handled. On the implementation side, the water handling code is split into P_Submerge() and P_Emerge() preparing the "teleportation", and P_FinishWaterChange() for the finalization. ------------------------------------------------------------------------