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Changed teetering to match the discoveries made about it in the sectorlist_traversal branch in a way that matches my revamps here, since I DID change a lot.
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parent
51c769247a
commit
19b186e52e
1 changed files with 4 additions and 100 deletions
104
src/p_user.c
104
src/p_user.c
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@ -2852,8 +2852,8 @@ static void P_DoTeeter(player_t *player)
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msecnode_t *node;
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boolean teeter = false;
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boolean roverfloor; // solid 3d floors?
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boolean checkedforteeter = false;
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fixed_t floorheight, ceilingheight;
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fixed_t highestceilingheight, lowestfloorheight;
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fixed_t topheight, bottomheight; // for 3d floor usage
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const fixed_t tiptop = FixedMul(MAXSTEPMOVE, player->mo->scale); // Distance you have to be above the ground in order to teeter.
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@ -2862,107 +2862,11 @@ static void P_DoTeeter(player_t *player)
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teeter = true;
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#undef maxzdelta
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else // Let's do some checks...
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{
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for (node = player->mo->touching_sectorlist; node; node = node->m_snext)
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{
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// Ledge teetering. Check if any nearby sectors are low enough from your current one.
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checkedforteeter = true;
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roverfloor = false;
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ceilingheight = node->m_sector->ceilingheight;
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floorheight = node->m_sector->floorheight;
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#ifdef ESLOPE
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if (node->m_sector->c_slope)
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ceilingheight = P_GetZAt(node->m_sector->c_slope, player->mo->x, player->mo->y) + FixedMul(node->m_sector->c_slope->zdelta, tiptop);
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if (node->m_sector->f_slope)
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floorheight = P_GetZAt(node->m_sector->f_slope, player->mo->x, player->mo->y);
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#endif
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if (node->m_sector->ffloors)
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{
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ffloor_t *rover;
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for (rover = node->m_sector->ffloors; rover; rover = rover->next)
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{
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if (!(rover->flags & FF_EXISTS)) continue;
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topheight = *rover->topheight;
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bottomheight = *rover->bottomheight;
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#ifdef ESLOPE
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if (*rover->t_slope)
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topheight = P_GetZAt(*rover->t_slope, player->mo->x, player->mo->y);
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if (*rover->b_slope)
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bottomheight = P_GetZAt(*rover->b_slope, player->mo->x, player->mo->y);
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#endif
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if (P_CheckSolidLava(player->mo, rover))
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;
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else if (!(rover->flags & FF_BLOCKPLAYER || rover->flags & FF_QUICKSAND))
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continue; // intangible 3d floor
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if (player->mo->eflags & MFE_VERTICALFLIP)
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{
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if (bottomheight > ceilingheight) // Above the ceiling
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continue;
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if (bottomheight > player->mo->z + player->mo->height + tiptop
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|| (topheight < player->mo->z
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&& player->mo->z + player->mo->height < ceilingheight - tiptop))
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{
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teeter = true;
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roverfloor = true;
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}
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else
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{
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teeter = false;
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roverfloor = true;
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break;
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}
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}
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else
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{
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if (topheight < floorheight) // Below the floor
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continue;
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if (topheight < player->mo->z - tiptop
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|| (bottomheight > player->mo->z + player->mo->height
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&& player->mo->z > floorheight + tiptop))
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{
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teeter = true;
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roverfloor = true;
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}
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else
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{
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teeter = false;
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roverfloor = true;
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break;
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}
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}
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}
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}
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if (!teeter && !roverfloor)
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{
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if (player->mo->eflags & MFE_VERTICALFLIP)
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{
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if (ceilingheight > player->mo->z + player->mo->height + tiptop)
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teeter = true;
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}
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else
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{
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if (floorheight < player->mo->z - tiptop)
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teeter = true;
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}
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}
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}
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}
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if (checkedforteeter && !teeter) // Backup code
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{
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sector_t *sec;
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UINT8 i;
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fixed_t highestceilingheight = INT32_MIN;
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fixed_t lowestfloorheight = INT32_MAX;
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highestceilingheight = INT32_MIN;
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lowestfloorheight = INT32_MAX;
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teeter = false;
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roverfloor = false;
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@ -3197,7 +3101,7 @@ teeterdone:
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if ((player->mo->state == &states[S_PLAY_STND] || player->mo->state == &states[S_PLAY_TAP1] || player->mo->state == &states[S_PLAY_TAP2] || player->mo->state == &states[S_PLAY_SUPERSTAND]))
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P_SetPlayerMobjState(player->mo, S_PLAY_TEETER1);
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}
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else if (checkedforteeter && (player->mo->state == &states[S_PLAY_TEETER1] || player->mo->state == &states[S_PLAY_TEETER2] || player->mo->state == &states[S_PLAY_SUPERTEETER]))
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else if ((player->mo->state == &states[S_PLAY_TEETER1] || player->mo->state == &states[S_PLAY_TEETER2] || player->mo->state == &states[S_PLAY_SUPERTEETER]))
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P_SetPlayerMobjState(player->mo, S_PLAY_STND);
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}
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