
 FakeTeleport

 Teleportation in fake sectors allows the connection of one fake sector
 to another allowing the player to be teleported between them with no
 delay or change of angles giving the impression to the player that
 they are still in the same area.

 This is useful for creating the impression of being in a 3D
 environment.  A similar scheme was introduced in ZDOOM some time ago.

 NOTE: this has nothing to do with and is entirely independent of the
       3D line functionality.

 To see how this works then test the R3D demo map R3Ddemo185_06.wad
 (must be latest version) that is included with the distribution.  
 The effect is used in various places but can first be seen by diving
 in the tank at the base of the waterfall near the start.  By diving
 up down at the water level height with the map view enabled you can
 see the player being teleported.

 NOTE -  R3Ddemo184_06.wad has been updated for the revised scheme so a
 version earlier than jan/2005 that may previously have been downloaded
 will not work.

 To connect two fake sectors then a pair of Things must be present, one
 in each of the two sectors.

 The Thing number used to teleport if the player's head goes below the
 fake sector's water level is 14200.  Its' pair, the destination sector,
 14300, is where the player will be teleported.  Conversely where
 the player's head height goes above the water level in 14300 it will
 be teleported to 14200.

 To allow more than one pair of fake sectors to be connected then the
 available range of Thing Numbers is 14200-14299 and 14300-14399.  This
 will allow up to 100 pairs of fake sectors to be connected.

 To allow fault finding whilst developing a map there is inbuilt
 checking provided in Risen3D that will report any errors to the
 console and to Risen3D.out.  Note that any error will prevent
 any effect at all, even if other paired sectors are correct.

 The rules are simple;

 1) Fake teleport Things only work when placed in fake sectors.
 2) Linking between paired faked sectors is done by matching the
    lower two digits (xx) of the Thing number.
 3) There must only be one Thing either 142xx or 143xx in any one
    sector.
 4) If a Thing 142xx exists then a corresponding Thing 143xx must
    exist and vice-versa.
 5) The sector dimensions must be identical for each of the paired
    sectors.
 6) The position of the Things, one in each sector, must correspond
    identically.  This is because their position is used to determine
    where, in the x,y plane, the player must be teleported.  Any
    positioning error, therefore, will cause a corresponding error
    with any player repositioning, following teleportation, in the
    other sector.  One can be anywhere in its sector as long as the
    other corresponds to the position in the paired sector exactly.
    If accuracy is not observed then rendering errors will occur.

 Have fun!

 GMJ - Aug 2012