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298 | serge | 1 | // Emacs style mode select -*- C++ -*- |
2 | //----------------------------------------------------------------------------- |
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3 | // |
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4 | // $Id:$ |
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5 | // |
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6 | // Copyright (C) 1993-1996 by id Software, Inc. |
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7 | // |
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8 | // This source is available for distribution and/or modification |
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9 | // only under the terms of the DOOM Source Code License as |
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10 | // published by id Software. All rights reserved. |
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11 | // |
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12 | // The source is distributed in the hope that it will be useful, |
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13 | // but WITHOUT ANY WARRANTY; without even the implied warranty of |
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14 | // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License |
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15 | // for more details. |
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16 | // |
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17 | // |
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18 | // $Log:$ |
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19 | // |
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20 | // DESCRIPTION: |
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21 | // Switches, buttons. Two-state animation. Exits. |
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22 | // |
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23 | //----------------------------------------------------------------------------- |
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24 | |||
25 | static const char |
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26 | rcsid[] = "$Id: p_switch.c,v 1.3 1997/01/28 22:08:29 b1 Exp $"; |
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27 | |||
28 | |||
29 | #include "i_system.h" |
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30 | #include "doomdef.h" |
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31 | #include "p_local.h" |
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32 | |||
33 | #include "g_game.h" |
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34 | |||
35 | #include "s_sound.h" |
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36 | |||
37 | // Data. |
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38 | #include "sounds.h" |
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39 | |||
40 | // State. |
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41 | #include "doomstat.h" |
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42 | #include "r_state.h" |
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43 | |||
44 | |||
45 | // |
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46 | // CHANGE THE TEXTURE OF A WALL SWITCH TO ITS OPPOSITE |
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47 | // |
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48 | switchlist_t alphSwitchList[] = |
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49 | { |
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50 | // Doom shareware episode 1 switches |
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51 | {"SW1BRCOM", "SW2BRCOM", 1}, |
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52 | {"SW1BRN1", "SW2BRN1", 1}, |
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53 | {"SW1BRN2", "SW2BRN2", 1}, |
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54 | {"SW1BRNGN", "SW2BRNGN", 1}, |
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55 | {"SW1BROWN", "SW2BROWN", 1}, |
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56 | {"SW1COMM", "SW2COMM", 1}, |
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57 | {"SW1COMP", "SW2COMP", 1}, |
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58 | {"SW1DIRT", "SW2DIRT", 1}, |
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59 | {"SW1EXIT", "SW2EXIT", 1}, |
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60 | {"SW1GRAY", "SW2GRAY", 1}, |
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61 | {"SW1GRAY1", "SW2GRAY1", 1}, |
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62 | {"SW1METAL", "SW2METAL", 1}, |
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63 | {"SW1PIPE", "SW2PIPE", 1}, |
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64 | {"SW1SLAD", "SW2SLAD", 1}, |
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65 | {"SW1STARG", "SW2STARG", 1}, |
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66 | {"SW1STON1", "SW2STON1", 1}, |
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67 | {"SW1STON2", "SW2STON2", 1}, |
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68 | {"SW1STONE", "SW2STONE", 1}, |
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69 | {"SW1STRTN", "SW2STRTN", 1}, |
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70 | |||
71 | // Doom registered episodes 2&3 switches |
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72 | {"SW1BLUE", "SW2BLUE", 2}, |
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73 | {"SW1CMT", "SW2CMT", 2}, |
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74 | {"SW1GARG", "SW2GARG", 2}, |
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75 | {"SW1GSTON", "SW2GSTON", 2}, |
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76 | {"SW1HOT", "SW2HOT", 2}, |
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77 | {"SW1LION", "SW2LION", 2}, |
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78 | {"SW1SATYR", "SW2SATYR", 2}, |
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79 | {"SW1SKIN", "SW2SKIN", 2}, |
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80 | {"SW1VINE", "SW2VINE", 2}, |
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81 | {"SW1WOOD", "SW2WOOD", 2}, |
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82 | |||
83 | // Doom II switches |
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84 | {"SW1PANEL", "SW2PANEL", 3}, |
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85 | {"SW1ROCK", "SW2ROCK", 3}, |
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86 | {"SW1MET2", "SW2MET2", 3}, |
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87 | {"SW1WDMET", "SW2WDMET", 3}, |
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88 | {"SW1BRIK", "SW2BRIK", 3}, |
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89 | {"SW1MOD1", "SW2MOD1", 3}, |
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90 | {"SW1ZIM", "SW2ZIM", 3}, |
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91 | {"SW1STON6", "SW2STON6", 3}, |
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92 | {"SW1TEK", "SW2TEK", 3}, |
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93 | {"SW1MARB", "SW2MARB", 3}, |
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94 | {"SW1SKULL", "SW2SKULL", 3}, |
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95 | |||
96 | {"\0", "\0", 0} |
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97 | }; |
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98 | |||
99 | int switchlist[MAXSWITCHES * 2]; |
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100 | int numswitches; |
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101 | button_t buttonlist[MAXBUTTONS]; |
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102 | |||
103 | // |
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104 | // P_InitSwitchList |
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105 | // Only called at game initialization. |
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106 | // |
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107 | void P_InitSwitchList(void) |
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108 | { |
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109 | int i; |
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110 | int index; |
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111 | int episode; |
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112 | |||
113 | episode = 1; |
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114 | |||
115 | if (gamemode == registered) |
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116 | episode = 2; |
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117 | else |
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118 | if ( gamemode == commercial ) |
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119 | episode = 3; |
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120 | |||
121 | for (index = 0,i = 0;i < MAXSWITCHES;i++) |
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122 | { |
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123 | if (!alphSwitchList[i].episode) |
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124 | { |
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125 | numswitches = index/2; |
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126 | switchlist[index] = -1; |
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127 | break; |
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128 | } |
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129 | |||
130 | if (alphSwitchList[i].episode <= episode) |
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131 | { |
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132 | #if 0 // UNUSED - debug? |
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133 | int value; |
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134 | |||
135 | if (R_CheckTextureNumForName(alphSwitchList[i].name1) < 0) |
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136 | { |
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137 | I_Error("Can't find switch texture '%s'!", |
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138 | alphSwitchList[i].name1); |
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139 | continue; |
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140 | } |
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141 | |||
142 | value = R_TextureNumForName(alphSwitchList[i].name1); |
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143 | #endif |
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144 | switchlist[index++] = R_TextureNumForName(alphSwitchList[i].name1); |
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145 | switchlist[index++] = R_TextureNumForName(alphSwitchList[i].name2); |
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146 | } |
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147 | } |
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148 | } |
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149 | |||
150 | |||
151 | // |
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152 | // Start a button counting down till it turns off. |
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153 | // |
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154 | void |
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155 | P_StartButton |
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156 | ( line_t* line, |
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157 | bwhere_e w, |
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158 | int texture, |
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159 | int time ) |
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160 | { |
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161 | int i; |
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162 | |||
163 | // See if button is already pressed |
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164 | for (i = 0;i < MAXBUTTONS;i++) |
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165 | { |
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166 | if (buttonlist[i].btimer |
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167 | && buttonlist[i].line == line) |
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168 | { |
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169 | |||
170 | return; |
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171 | } |
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172 | } |
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173 | |||
174 | |||
175 | |||
176 | for (i = 0;i < MAXBUTTONS;i++) |
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177 | { |
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178 | if (!buttonlist[i].btimer) |
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179 | { |
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180 | buttonlist[i].line = line; |
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181 | buttonlist[i].where = w; |
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182 | buttonlist[i].btexture = texture; |
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183 | buttonlist[i].btimer = time; |
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184 | buttonlist[i].soundorg = (mobj_t *)&line->frontsector->soundorg; |
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185 | return; |
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186 | } |
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187 | } |
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188 | |||
189 | I_Error("P_StartButton: no button slots left!"); |
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190 | } |
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191 | |||
192 | |||
193 | |||
194 | |||
195 | |||
196 | // |
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197 | // Function that changes wall texture. |
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198 | // Tell it if switch is ok to use again (1=yes, it's a button). |
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199 | // |
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200 | void |
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201 | P_ChangeSwitchTexture |
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202 | ( line_t* line, |
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203 | int useAgain ) |
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204 | { |
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205 | int texTop; |
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206 | int texMid; |
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207 | int texBot; |
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208 | int i; |
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209 | int sound; |
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210 | |||
211 | if (!useAgain) |
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212 | line->special = 0; |
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213 | |||
214 | texTop = sides[line->sidenum[0]].toptexture; |
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215 | texMid = sides[line->sidenum[0]].midtexture; |
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216 | texBot = sides[line->sidenum[0]].bottomtexture; |
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217 | |||
218 | sound = sfx_swtchn; |
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219 | |||
220 | // EXIT SWITCH? |
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221 | if (line->special == 11) |
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222 | sound = sfx_swtchx; |
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223 | |||
224 | for (i = 0;i < numswitches*2;i++) |
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225 | { |
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226 | if (switchlist[i] == texTop) |
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227 | { |
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228 | S_StartSound(buttonlist->soundorg,sound); |
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229 | sides[line->sidenum[0]].toptexture = switchlist[i^1]; |
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230 | |||
231 | if (useAgain) |
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232 | P_StartButton(line,top,switchlist[i],BUTTONTIME); |
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233 | |||
234 | return; |
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235 | } |
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236 | else |
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237 | { |
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238 | if (switchlist[i] == texMid) |
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239 | { |
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240 | S_StartSound(buttonlist->soundorg,sound); |
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241 | sides[line->sidenum[0]].midtexture = switchlist[i^1]; |
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242 | |||
243 | if (useAgain) |
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244 | P_StartButton(line, middle,switchlist[i],BUTTONTIME); |
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245 | |||
246 | return; |
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247 | } |
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248 | else |
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249 | { |
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250 | if (switchlist[i] == texBot) |
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251 | { |
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252 | S_StartSound(buttonlist->soundorg,sound); |
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253 | sides[line->sidenum[0]].bottomtexture = switchlist[i^1]; |
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254 | |||
255 | if (useAgain) |
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256 | P_StartButton(line, bottom,switchlist[i],BUTTONTIME); |
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257 | |||
258 | return; |
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259 | } |
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260 | } |
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261 | } |
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262 | } |
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263 | } |
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264 | |||
265 | |||
266 | |||
267 | |||
268 | |||
269 | |||
270 | // |
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271 | // P_UseSpecialLine |
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272 | // Called when a thing uses a special line. |
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273 | // Only the front sides of lines are usable. |
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274 | // |
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275 | boolean |
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276 | P_UseSpecialLine |
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277 | ( mobj_t* thing, |
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278 | line_t* line, |
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279 | int side ) |
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280 | { |
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281 | |||
282 | // Err... |
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283 | // Use the back sides of VERY SPECIAL lines... |
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284 | if (side) |
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285 | { |
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286 | switch(line->special) |
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287 | { |
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288 | case 124: |
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289 | // Sliding door open&close |
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290 | // UNUSED? |
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291 | break; |
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292 | |||
293 | default: |
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294 | return false; |
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295 | break; |
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296 | } |
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297 | } |
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298 | |||
299 | |||
300 | // Switches that other things can activate. |
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301 | if (!thing->player) |
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302 | { |
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303 | // never open secret doors |
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304 | if (line->flags & ML_SECRET) |
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305 | return false; |
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306 | |||
307 | switch(line->special) |
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308 | { |
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309 | case 1: // MANUAL DOOR RAISE |
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310 | case 32: // MANUAL BLUE |
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311 | case 33: // MANUAL RED |
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312 | case 34: // MANUAL YELLOW |
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313 | break; |
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314 | |||
315 | default: |
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316 | return false; |
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317 | break; |
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318 | } |
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319 | } |
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320 | |||
321 | |||
322 | // do something |
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323 | switch (line->special) |
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324 | { |
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325 | // MANUALS |
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326 | case 1: // Vertical Door |
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327 | case 26: // Blue Door/Locked |
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328 | case 27: // Yellow Door /Locked |
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329 | case 28: // Red Door /Locked |
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330 | |||
331 | case 31: // Manual door open |
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332 | case 32: // Blue locked door open |
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333 | case 33: // Red locked door open |
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334 | case 34: // Yellow locked door open |
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335 | |||
336 | case 117: // Blazing door raise |
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337 | case 118: // Blazing door open |
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338 | EV_VerticalDoor (line, thing); |
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339 | break; |
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340 | |||
341 | //UNUSED - Door Slide Open&Close |
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342 | // case 124: |
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343 | // EV_SlidingDoor (line, thing); |
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344 | // break; |
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345 | |||
346 | // SWITCHES |
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347 | case 7: |
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348 | // Build Stairs |
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349 | if (EV_BuildStairs(line,build8)) |
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350 | P_ChangeSwitchTexture(line,0); |
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351 | break; |
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352 | |||
353 | case 9: |
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354 | // Change Donut |
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355 | if (EV_DoDonut(line)) |
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356 | P_ChangeSwitchTexture(line,0); |
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357 | break; |
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358 | |||
359 | case 11: |
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360 | // Exit level |
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361 | P_ChangeSwitchTexture(line,0); |
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362 | G_ExitLevel (); |
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363 | break; |
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364 | |||
365 | case 14: |
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366 | // Raise Floor 32 and change texture |
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367 | if (EV_DoPlat(line,raiseAndChange,32)) |
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368 | P_ChangeSwitchTexture(line,0); |
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369 | break; |
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370 | |||
371 | case 15: |
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372 | // Raise Floor 24 and change texture |
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373 | if (EV_DoPlat(line,raiseAndChange,24)) |
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374 | P_ChangeSwitchTexture(line,0); |
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375 | break; |
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376 | |||
377 | case 18: |
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378 | // Raise Floor to next highest floor |
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379 | if (EV_DoFloor(line, raiseFloorToNearest)) |
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380 | P_ChangeSwitchTexture(line,0); |
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381 | break; |
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382 | |||
383 | case 20: |
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384 | // Raise Plat next highest floor and change texture |
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385 | if (EV_DoPlat(line,raiseToNearestAndChange,0)) |
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386 | P_ChangeSwitchTexture(line,0); |
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387 | break; |
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388 | |||
389 | case 21: |
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390 | // PlatDownWaitUpStay |
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391 | if (EV_DoPlat(line,downWaitUpStay,0)) |
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392 | P_ChangeSwitchTexture(line,0); |
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393 | break; |
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394 | |||
395 | case 23: |
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396 | // Lower Floor to Lowest |
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397 | if (EV_DoFloor(line,lowerFloorToLowest)) |
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398 | P_ChangeSwitchTexture(line,0); |
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399 | break; |
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400 | |||
401 | case 29: |
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402 | // Raise Door |
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403 | if (EV_DoDoor(line,normal)) |
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404 | P_ChangeSwitchTexture(line,0); |
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405 | break; |
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406 | |||
407 | case 41: |
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408 | // Lower Ceiling to Floor |
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409 | if (EV_DoCeiling(line,lowerToFloor)) |
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410 | P_ChangeSwitchTexture(line,0); |
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411 | break; |
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412 | |||
413 | case 71: |
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414 | // Turbo Lower Floor |
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415 | if (EV_DoFloor(line,turboLower)) |
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416 | P_ChangeSwitchTexture(line,0); |
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417 | break; |
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418 | |||
419 | case 49: |
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420 | // Ceiling Crush And Raise |
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421 | if (EV_DoCeiling(line,crushAndRaise)) |
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422 | P_ChangeSwitchTexture(line,0); |
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423 | break; |
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424 | |||
425 | case 50: |
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426 | // Close Door |
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427 | if (EV_DoDoor(line,close)) |
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428 | P_ChangeSwitchTexture(line,0); |
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429 | break; |
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430 | |||
431 | case 51: |
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432 | // Secret EXIT |
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433 | P_ChangeSwitchTexture(line,0); |
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434 | G_SecretExitLevel (); |
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435 | break; |
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436 | |||
437 | case 55: |
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438 | // Raise Floor Crush |
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439 | if (EV_DoFloor(line,raiseFloorCrush)) |
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440 | P_ChangeSwitchTexture(line,0); |
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441 | break; |
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442 | |||
443 | case 101: |
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444 | // Raise Floor |
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445 | if (EV_DoFloor(line,raiseFloor)) |
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446 | P_ChangeSwitchTexture(line,0); |
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447 | break; |
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448 | |||
449 | case 102: |
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450 | // Lower Floor to Surrounding floor height |
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451 | if (EV_DoFloor(line,lowerFloor)) |
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452 | P_ChangeSwitchTexture(line,0); |
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453 | break; |
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454 | |||
455 | case 103: |
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456 | // Open Door |
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457 | if (EV_DoDoor(line,open)) |
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458 | P_ChangeSwitchTexture(line,0); |
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459 | break; |
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460 | |||
461 | case 111: |
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462 | // Blazing Door Raise (faster than TURBO!) |
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463 | if (EV_DoDoor (line,blazeRaise)) |
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464 | P_ChangeSwitchTexture(line,0); |
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465 | break; |
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466 | |||
467 | case 112: |
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468 | // Blazing Door Open (faster than TURBO!) |
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469 | if (EV_DoDoor (line,blazeOpen)) |
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470 | P_ChangeSwitchTexture(line,0); |
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471 | break; |
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472 | |||
473 | case 113: |
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474 | // Blazing Door Close (faster than TURBO!) |
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475 | if (EV_DoDoor (line,blazeClose)) |
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476 | P_ChangeSwitchTexture(line,0); |
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477 | break; |
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478 | |||
479 | case 122: |
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480 | // Blazing PlatDownWaitUpStay |
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481 | if (EV_DoPlat(line,blazeDWUS,0)) |
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482 | P_ChangeSwitchTexture(line,0); |
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483 | break; |
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484 | |||
485 | case 127: |
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486 | // Build Stairs Turbo 16 |
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487 | if (EV_BuildStairs(line,turbo16)) |
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488 | P_ChangeSwitchTexture(line,0); |
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489 | break; |
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490 | |||
491 | case 131: |
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492 | // Raise Floor Turbo |
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493 | if (EV_DoFloor(line,raiseFloorTurbo)) |
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494 | P_ChangeSwitchTexture(line,0); |
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495 | break; |
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496 | |||
497 | case 133: |
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498 | // BlzOpenDoor BLUE |
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499 | case 135: |
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500 | // BlzOpenDoor RED |
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501 | case 137: |
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502 | // BlzOpenDoor YELLOW |
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503 | if (EV_DoLockedDoor (line,blazeOpen,thing)) |
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504 | P_ChangeSwitchTexture(line,0); |
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505 | break; |
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506 | |||
507 | case 140: |
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508 | // Raise Floor 512 |
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509 | if (EV_DoFloor(line,raiseFloor512)) |
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510 | P_ChangeSwitchTexture(line,0); |
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511 | break; |
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512 | |||
513 | // BUTTONS |
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514 | case 42: |
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515 | // Close Door |
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516 | if (EV_DoDoor(line,close)) |
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517 | P_ChangeSwitchTexture(line,1); |
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518 | break; |
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519 | |||
520 | case 43: |
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521 | // Lower Ceiling to Floor |
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522 | if (EV_DoCeiling(line,lowerToFloor)) |
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523 | P_ChangeSwitchTexture(line,1); |
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524 | break; |
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525 | |||
526 | case 45: |
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527 | // Lower Floor to Surrounding floor height |
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528 | if (EV_DoFloor(line,lowerFloor)) |
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529 | P_ChangeSwitchTexture(line,1); |
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530 | break; |
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531 | |||
532 | case 60: |
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533 | // Lower Floor to Lowest |
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534 | if (EV_DoFloor(line,lowerFloorToLowest)) |
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535 | P_ChangeSwitchTexture(line,1); |
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536 | break; |
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537 | |||
538 | case 61: |
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539 | // Open Door |
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540 | if (EV_DoDoor(line,open)) |
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541 | P_ChangeSwitchTexture(line,1); |
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542 | break; |
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543 | |||
544 | case 62: |
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545 | // PlatDownWaitUpStay |
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546 | if (EV_DoPlat(line,downWaitUpStay,1)) |
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547 | P_ChangeSwitchTexture(line,1); |
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548 | break; |
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549 | |||
550 | case 63: |
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551 | // Raise Door |
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552 | if (EV_DoDoor(line,normal)) |
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553 | P_ChangeSwitchTexture(line,1); |
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554 | break; |
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555 | |||
556 | case 64: |
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557 | // Raise Floor to ceiling |
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558 | if (EV_DoFloor(line,raiseFloor)) |
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559 | P_ChangeSwitchTexture(line,1); |
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560 | break; |
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561 | |||
562 | case 66: |
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563 | // Raise Floor 24 and change texture |
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564 | if (EV_DoPlat(line,raiseAndChange,24)) |
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565 | P_ChangeSwitchTexture(line,1); |
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566 | break; |
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567 | |||
568 | case 67: |
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569 | // Raise Floor 32 and change texture |
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570 | if (EV_DoPlat(line,raiseAndChange,32)) |
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571 | P_ChangeSwitchTexture(line,1); |
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572 | break; |
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573 | |||
574 | case 65: |
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575 | // Raise Floor Crush |
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576 | if (EV_DoFloor(line,raiseFloorCrush)) |
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577 | P_ChangeSwitchTexture(line,1); |
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578 | break; |
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579 | |||
580 | case 68: |
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581 | // Raise Plat to next highest floor and change texture |
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582 | if (EV_DoPlat(line,raiseToNearestAndChange,0)) |
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583 | P_ChangeSwitchTexture(line,1); |
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584 | break; |
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585 | |||
586 | case 69: |
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587 | // Raise Floor to next highest floor |
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588 | if (EV_DoFloor(line, raiseFloorToNearest)) |
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589 | P_ChangeSwitchTexture(line,1); |
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590 | break; |
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591 | |||
592 | case 70: |
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593 | // Turbo Lower Floor |
||
594 | if (EV_DoFloor(line,turboLower)) |
||
595 | P_ChangeSwitchTexture(line,1); |
||
596 | break; |
||
597 | |||
598 | case 114: |
||
599 | // Blazing Door Raise (faster than TURBO!) |
||
600 | if (EV_DoDoor (line,blazeRaise)) |
||
601 | P_ChangeSwitchTexture(line,1); |
||
602 | break; |
||
603 | |||
604 | case 115: |
||
605 | // Blazing Door Open (faster than TURBO!) |
||
606 | if (EV_DoDoor (line,blazeOpen)) |
||
607 | P_ChangeSwitchTexture(line,1); |
||
608 | break; |
||
609 | |||
610 | case 116: |
||
611 | // Blazing Door Close (faster than TURBO!) |
||
612 | if (EV_DoDoor (line,blazeClose)) |
||
613 | P_ChangeSwitchTexture(line,1); |
||
614 | break; |
||
615 | |||
616 | case 123: |
||
617 | // Blazing PlatDownWaitUpStay |
||
618 | if (EV_DoPlat(line,blazeDWUS,0)) |
||
619 | P_ChangeSwitchTexture(line,1); |
||
620 | break; |
||
621 | |||
622 | case 132: |
||
623 | // Raise Floor Turbo |
||
624 | if (EV_DoFloor(line,raiseFloorTurbo)) |
||
625 | P_ChangeSwitchTexture(line,1); |
||
626 | break; |
||
627 | |||
628 | case 99: |
||
629 | // BlzOpenDoor BLUE |
||
630 | case 134: |
||
631 | // BlzOpenDoor RED |
||
632 | case 136: |
||
633 | // BlzOpenDoor YELLOW |
||
634 | if (EV_DoLockedDoor (line,blazeOpen,thing)) |
||
635 | P_ChangeSwitchTexture(line,1); |
||
636 | break; |
||
637 | |||
638 | case 138: |
||
639 | // Light Turn On |
||
640 | EV_LightTurnOn(line,255); |
||
641 | P_ChangeSwitchTexture(line,1); |
||
642 | break; |
||
643 | |||
644 | case 139: |
||
645 | // Light Turn Off |
||
646 | EV_LightTurnOn(line,35); |
||
647 | P_ChangeSwitchTexture(line,1); |
||
648 | break; |
||
649 | |||
650 | } |
||
651 | |||
652 | return true; |
||
653 | }>>>>=>> |
||
654 |