diff --git a/src/p_user.c b/src/p_user.c index f8dc942c..cb523585 100644 --- a/src/p_user.c +++ b/src/p_user.c @@ -7057,7 +7057,6 @@ static void P_DoZoomTube(player_t *player) mobj_t *waypoint = NULL; fixed_t dist; boolean reverse; - fixed_t speedx,speedy,speedz; player->mo->height = P_GetPlayerSpinHeight(player); @@ -7078,17 +7077,17 @@ static void P_DoZoomTube(player_t *player) if (dist < 1) dist = 1; - speedx = FixedMul(FixedDiv(player->mo->tracer->x - player->mo->x, dist), (speed)); - speedy = FixedMul(FixedDiv(player->mo->tracer->y - player->mo->y, dist), (speed)); - speedz = FixedMul(FixedDiv(player->mo->tracer->z - player->mo->z, dist), (speed)); + player->mo->momx = FixedMul(FixedDiv(player->mo->tracer->x - player->mo->x, dist), (speed)); + player->mo->momy = FixedMul(FixedDiv(player->mo->tracer->y - player->mo->y, dist), (speed)); + player->mo->momz = FixedMul(FixedDiv(player->mo->tracer->z - player->mo->z, dist), (speed)); // Calculate the distance between the player and the waypoint // 'dist' already equals this. - // Will the player be FURTHER away if the momx/momy/momz is added to - // his current coordinates, or closer? (shift down to fracunits to avoid approximation errors) - if (dist>>FRACBITS <= P_AproxDistance(P_AproxDistance(player->mo->tracer->x - player->mo->x - speedx, player->mo->tracer->y - player->mo->y - speedy), player->mo->tracer->z - player->mo->z - speedz)>>FRACBITS) + // Will the player go past the waypoint? + if (speed > dist) { + speed -= dist; // If further away, set XYZ of player to waypoint location P_UnsetThingPosition(player->mo); player->mo->x = player->mo->tracer->x; @@ -7128,14 +7127,9 @@ static void P_DoZoomTube(player_t *player) { CONS_Debug(DBG_GAMELOGIC, "Found waypoint (sequence %d, number %d).\n", waypoint->threshold, waypoint->health); - // calculate MOMX/MOMY/MOMZ for next waypoint - // change angle - player->mo->angle = R_PointToAngle2(player->mo->x, player->mo->y, player->mo->tracer->x, player->mo->tracer->y); + P_SetTarget(&player->mo->tracer, waypoint); - if (player == &players[consoleplayer]) - localangle = player->mo->angle; - else if (player == &players[secondarydisplayplayer]) - localangle2 = player->mo->angle; + // calculate MOMX/MOMY/MOMZ for next waypoint // change slope dist = P_AproxDistance(P_AproxDistance(player->mo->tracer->x - player->mo->x, player->mo->tracer->y - player->mo->y), player->mo->tracer->z - player->mo->z); @@ -7146,22 +7140,14 @@ static void P_DoZoomTube(player_t *player) player->mo->momx = FixedMul(FixedDiv(player->mo->tracer->x - player->mo->x, dist), (speed)); player->mo->momy = FixedMul(FixedDiv(player->mo->tracer->y - player->mo->y, dist), (speed)); player->mo->momz = FixedMul(FixedDiv(player->mo->tracer->z - player->mo->z, dist), (speed)); - - P_SetTarget(&player->mo->tracer, waypoint); } else { - P_SetTarget(&player->mo->tracer, NULL); // Else, we just let him fly. + P_SetTarget(&player->mo->tracer, NULL); // Else, we just let them fly. CONS_Debug(DBG_GAMELOGIC, "Next waypoint not found, releasing from track...\n"); } } - else - { - player->mo->momx = speedx; - player->mo->momy = speedy; - player->mo->momz = speedz; - } // change angle if (player->mo->tracer) @@ -7189,24 +7175,10 @@ static void P_DoRopeHang(player_t *player) mobj_t *mo2; mobj_t *waypoint = NULL; fixed_t dist; - fixed_t speedx,speedy,speedz; fixed_t playerz; player->mo->height = P_GetPlayerHeight(player); - if (player->cmd.buttons & BT_USE && !(player->pflags & PF_STASIS)) // Drop off of the rope - { - P_SetTarget(&player->mo->tracer, NULL); - - player->pflags |= PF_JUMPED; - player->pflags &= ~PF_ROPEHANG; - - if (!(player->pflags & PF_SLIDING) && (player->pflags & PF_JUMPED) - && !(player->panim == PA_ROLL) && player->charability2 == CA2_SPINDASH) - P_SetPlayerMobjState(player->mo, S_PLAY_ATK1); - return; - } - // Play the 'clink' sound only if the player is moving. if (!(leveltime & 7) && player->speed) S_StartSound(player->mo, sfx_s3k55); @@ -7223,9 +7195,22 @@ static void P_DoRopeHang(player_t *player) if (dist < 1) dist = 1; - speedx = FixedMul(FixedDiv(player->mo->tracer->x - player->mo->x, dist), (speed)); - speedy = FixedMul(FixedDiv(player->mo->tracer->y - player->mo->y, dist), (speed)); - speedz = FixedMul(FixedDiv(player->mo->tracer->z - playerz, dist), (speed)); + player->mo->momx = FixedMul(FixedDiv(player->mo->tracer->x - player->mo->x, dist), (speed)); + player->mo->momy = FixedMul(FixedDiv(player->mo->tracer->y - player->mo->y, dist), (speed)); + player->mo->momz = FixedMul(FixedDiv(player->mo->tracer->z - playerz, dist), (speed)); + + if (player->cmd.buttons & BT_USE && !(player->pflags & PF_STASIS)) // Drop off of the rope + { + P_SetTarget(&player->mo->tracer, NULL); + + player->pflags |= PF_JUMPED; + player->pflags &= ~PF_ROPEHANG; + + if (!(player->pflags & PF_SLIDING) && (player->pflags & PF_JUMPED) + && !(player->panim == PA_ROLL) && player->charability2 == CA2_SPINDASH) + P_SetPlayerMobjState(player->mo, S_PLAY_ATK1); + return; + } // If not allowed to move, we're done here. if (!speed) @@ -7234,15 +7219,16 @@ static void P_DoRopeHang(player_t *player) // Calculate the distance between the player and the waypoint // 'dist' already equals this. - // Will the player be FURTHER away if the momx/momy/momz is added to - // his current coordinates, or closer? (shift down to fracunits to avoid approximation errors) - if (dist>>FRACBITS <= P_AproxDistance(P_AproxDistance(player->mo->tracer->x - player->mo->x - speedx, player->mo->tracer->y - player->mo->y - speedy), player->mo->tracer->z - playerz - speedz)>>FRACBITS) + // Will the player go past the waypoint? + if (speed > dist) { + speed -= dist; // If further away, set XYZ of player to waypoint location P_UnsetThingPosition(player->mo); player->mo->x = player->mo->tracer->x; player->mo->y = player->mo->tracer->y; player->mo->z = player->mo->tracer->z - player->mo->height; + playerz = player->mo->tracer->z; P_SetThingPosition(player->mo); CONS_Debug(DBG_GAMELOGIC, "Looking for next waypoint...\n"); @@ -7298,6 +7284,8 @@ static void P_DoRopeHang(player_t *player) { CONS_Debug(DBG_GAMELOGIC, "Found waypoint (sequence %d, number %d).\n", waypoint->threshold, waypoint->health); + P_SetTarget(&player->mo->tracer, waypoint); + // calculate MOMX/MOMY/MOMZ for next waypoint // change slope dist = P_AproxDistance(P_AproxDistance(player->mo->tracer->x - player->mo->x, player->mo->tracer->y - player->mo->y), player->mo->tracer->z - playerz); @@ -7308,8 +7296,6 @@ static void P_DoRopeHang(player_t *player) player->mo->momx = FixedMul(FixedDiv(player->mo->tracer->x - player->mo->x, dist), (speed)); player->mo->momy = FixedMul(FixedDiv(player->mo->tracer->y - player->mo->y, dist), (speed)); player->mo->momz = FixedMul(FixedDiv(player->mo->tracer->z - playerz, dist), (speed)); - - P_SetTarget(&player->mo->tracer, waypoint); } else { @@ -7328,12 +7314,6 @@ static void P_DoRopeHang(player_t *player) CONS_Debug(DBG_GAMELOGIC, "Next waypoint not found!\n"); } } - else - { - player->mo->momx = speedx; - player->mo->momy = speedy; - player->mo->momz = speedz; - } } #if 0