mirror of
https://git.do.srb2.org/KartKrew/Kart-Public.git
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Climbing now supports one-sided linedefs.
The whole thing needs a refactor in general, but it's almost 2am here, I need my sleeb, and this fix would probably break something with 2.1 climbing if I made it any more/less (depending on viewpoint) complicated.
This commit is contained in:
parent
95269ab44b
commit
20ffbbdc41
2 changed files with 245 additions and 236 deletions
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@ -2423,6 +2423,8 @@ isblocking:
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//
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// P_IsClimbingValid
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//
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// Unlike P_DoClimbing, don't use when up against a one-sided linedef.
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//
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static boolean P_IsClimbingValid(player_t *player, angle_t angle)
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{
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fixed_t platx, platy;
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@ -2657,9 +2659,11 @@ isblocking:
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climbangle += (ANGLE_90 * (whichside ? -1 : 1));
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boolean canclimb = (li->backsector ? P_IsClimbingValid(slidemo->player, climbangle) : true);
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if (((!slidemo->player->climbing && abs((signed)(slidemo->angle - ANGLE_90 - climbline)) < ANGLE_45)
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|| (slidemo->player->climbing == 1 && abs((signed)(slidemo->angle - climbline)) < ANGLE_135))
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&& P_IsClimbingValid(slidemo->player, climbangle))
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&& canclimb)
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{
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slidemo->angle = climbangle;
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if (!demoplayback || P_AnalogMove(slidemo->player))
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475
src/p_user.c
475
src/p_user.c
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@ -2284,9 +2284,9 @@ static void P_DoClimbing(player_t *player)
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platx = P_ReturnThrustX(player->mo, player->mo->angle, player->mo->radius + FixedMul(8*FRACUNIT, player->mo->scale));
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platy = P_ReturnThrustY(player->mo, player->mo->angle, player->mo->radius + FixedMul(8*FRACUNIT, player->mo->scale));
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glidesector = R_PointInSubsector(player->mo->x + platx, player->mo->y + platy);
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glidesector = R_IsPointInSubsector(player->mo->x + platx, player->mo->y + platy);
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if (glidesector->sector != player->mo->subsector->sector)
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if (!glidesector || glidesector->sector != player->mo->subsector->sector)
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{
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boolean floorclimb;
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boolean thrust;
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@ -2298,299 +2298,304 @@ static void P_DoClimbing(player_t *player)
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boostup = false;
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skyclimber = false;
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#ifdef ESLOPE
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floorheight = glidesector->sector->f_slope ? P_GetZAt(glidesector->sector->f_slope, player->mo->x, player->mo->y)
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: glidesector->sector->floorheight;
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ceilingheight = glidesector->sector->c_slope ? P_GetZAt(glidesector->sector->c_slope, player->mo->x, player->mo->y)
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: glidesector->sector->ceilingheight;
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#else
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floorheight = glidesector->sector->floorheight;
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ceilingheight = glidesector->sector->ceilingheight;
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#endif
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if (glidesector->sector->ffloors)
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if (glidesector)
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{
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ffloor_t *rover;
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fixed_t topheight, bottomheight; // ESLOPE
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#ifdef ESLOPE
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floorheight = glidesector->sector->f_slope ? P_GetZAt(glidesector->sector->f_slope, player->mo->x, player->mo->y)
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: glidesector->sector->floorheight;
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ceilingheight = glidesector->sector->c_slope ? P_GetZAt(glidesector->sector->c_slope, player->mo->x, player->mo->y)
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: glidesector->sector->ceilingheight;
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#else
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floorheight = glidesector->sector->floorheight;
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ceilingheight = glidesector->sector->ceilingheight;
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#endif
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for (rover = glidesector->sector->ffloors; rover; rover = rover->next)
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if (glidesector->sector->ffloors)
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{
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if (!(rover->flags & FF_EXISTS) || !(rover->flags & FF_BLOCKPLAYER) || (rover->flags & FF_BUSTUP))
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continue;
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ffloor_t *rover;
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fixed_t topheight, bottomheight; // ESLOPE
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floorclimb = true;
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for (rover = glidesector->sector->ffloors; rover; rover = rover->next)
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{
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if (!(rover->flags & FF_EXISTS) || !(rover->flags & FF_BLOCKPLAYER) || (rover->flags & FF_BUSTUP))
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continue;
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floorclimb = true;
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#ifdef ESLOPE
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bottomheight = *rover->b_slope ? P_GetZAt(*rover->b_slope, player->mo->x, player->mo->y) : *rover->bottomheight;
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topheight = *rover->t_slope ? P_GetZAt(*rover->t_slope, player->mo->x, player->mo->y) : *rover->topheight;
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bottomheight = *rover->b_slope ? P_GetZAt(*rover->b_slope, player->mo->x, player->mo->y) : *rover->bottomheight;
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topheight = *rover->t_slope ? P_GetZAt(*rover->t_slope, player->mo->x, player->mo->y) : *rover->topheight;
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#else
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bottomheight = *rover->bottomheight;
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topheight = *rover->topheight;
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bottomheight = *rover->bottomheight;
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topheight = *rover->topheight;
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#endif
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// Only supports rovers that are moving like an 'elevator', not just the top or bottom.
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if (rover->master->frontsector->floorspeed && rover->master->frontsector->ceilspeed == 42)
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{
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if ((!(player->mo->eflags & MFE_VERTICALFLIP) && (bottomheight < player->mo->z+player->mo->height)
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&& (topheight >= player->mo->z + FixedMul(16*FRACUNIT, player->mo->scale)))
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|| ((player->mo->eflags & MFE_VERTICALFLIP) && (topheight > player->mo->z)
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&& (bottomheight <= player->mo->z + player->mo->height - FixedMul(16*FRACUNIT, player->mo->scale))))
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// Only supports rovers that are moving like an 'elevator', not just the top or bottom.
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if (rover->master->frontsector->floorspeed && rover->master->frontsector->ceilspeed == 42)
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{
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if (cmd->forwardmove != 0)
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player->mo->momz += rover->master->frontsector->floorspeed;
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else
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if ((!(player->mo->eflags & MFE_VERTICALFLIP) && (bottomheight < player->mo->z+player->mo->height)
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&& (topheight >= player->mo->z + FixedMul(16*FRACUNIT, player->mo->scale)))
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|| ((player->mo->eflags & MFE_VERTICALFLIP) && (topheight > player->mo->z)
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&& (bottomheight <= player->mo->z + player->mo->height - FixedMul(16*FRACUNIT, player->mo->scale))))
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{
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player->mo->momz = rover->master->frontsector->floorspeed;
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climb = false;
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if (cmd->forwardmove != 0)
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player->mo->momz += rover->master->frontsector->floorspeed;
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else
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{
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player->mo->momz = rover->master->frontsector->floorspeed;
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climb = false;
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}
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}
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}
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}
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// Gravity is flipped, so the comments are, too.
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if (player->mo->eflags & MFE_VERTICALFLIP)
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{
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// Trying to climb down past the bottom of the FOF
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if ((topheight >= player->mo->z + player->mo->height) && ((player->mo->z + player->mo->height + player->mo->momz) >= topheight))
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// Gravity is flipped, so the comments are, too.
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if (player->mo->eflags & MFE_VERTICALFLIP)
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{
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fixed_t bottomheight2;
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ffloor_t *roverbelow;
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boolean foundfof = false;
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floorclimb = true;
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boostup = false;
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// Is there a FOF directly below this one that we can move onto?
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for (roverbelow = glidesector->sector->ffloors; roverbelow; roverbelow = roverbelow->next)
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// Trying to climb down past the bottom of the FOF
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if ((topheight >= player->mo->z + player->mo->height) && ((player->mo->z + player->mo->height + player->mo->momz) >= topheight))
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{
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if (!(roverbelow->flags & FF_EXISTS) || !(roverbelow->flags & FF_BLOCKPLAYER) || (roverbelow->flags & FF_BUSTUP))
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continue;
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fixed_t bottomheight2;
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ffloor_t *roverbelow;
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boolean foundfof = false;
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floorclimb = true;
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boostup = false;
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if (roverbelow == rover)
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continue;
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// Is there a FOF directly below this one that we can move onto?
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for (roverbelow = glidesector->sector->ffloors; roverbelow; roverbelow = roverbelow->next)
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{
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if (!(roverbelow->flags & FF_EXISTS) || !(roverbelow->flags & FF_BLOCKPLAYER) || (roverbelow->flags & FF_BUSTUP))
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continue;
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if (roverbelow == rover)
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continue;
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#ifdef ESLOPE
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bottomheight2 = *roverbelow->b_slope ? P_GetZAt(*roverbelow->b_slope, player->mo->x, player->mo->y) : *roverbelow->bottomheight;
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bottomheight2 = *roverbelow->b_slope ? P_GetZAt(*roverbelow->b_slope, player->mo->x, player->mo->y) : *roverbelow->bottomheight;
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#else
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bottomheight2 = *roverbelow->bottomheight;
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bottomheight2 = *roverbelow->bottomheight;
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#endif
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if (bottomheight2 < topheight + FixedMul(16*FRACUNIT, player->mo->scale))
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foundfof = true;
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if (bottomheight2 < topheight + FixedMul(16*FRACUNIT, player->mo->scale))
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foundfof = true;
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}
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if (!foundfof)
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player->mo->momz = 0;
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}
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if (!foundfof)
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player->mo->momz = 0;
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}
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// Below the FOF
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if (topheight <= player->mo->z)
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{
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floorclimb = false;
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boostup = false;
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thrust = false;
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}
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// Above the FOF
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if (bottomheight > player->mo->z + player->mo->height - FixedMul(16*FRACUNIT, player->mo->scale))
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{
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floorclimb = false;
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thrust = true;
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boostup = true;
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}
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}
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else
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{
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// Trying to climb down past the bottom of a FOF
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if ((bottomheight <= player->mo->z) && ((player->mo->z + player->mo->momz) <= bottomheight))
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{
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fixed_t topheight2;
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ffloor_t *roverbelow;
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boolean foundfof = false;
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floorclimb = true;
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boostup = false;
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// Is there a FOF directly below this one that we can move onto?
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for (roverbelow = glidesector->sector->ffloors; roverbelow; roverbelow = roverbelow->next)
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// Below the FOF
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if (topheight <= player->mo->z)
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{
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if (!(roverbelow->flags & FF_EXISTS) || !(roverbelow->flags & FF_BLOCKPLAYER) || (roverbelow->flags & FF_BUSTUP))
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continue;
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floorclimb = false;
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boostup = false;
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thrust = false;
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}
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if (roverbelow == rover)
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continue;
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// Above the FOF
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if (bottomheight > player->mo->z + player->mo->height - FixedMul(16*FRACUNIT, player->mo->scale))
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{
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floorclimb = false;
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thrust = true;
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boostup = true;
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}
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}
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else
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{
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// Trying to climb down past the bottom of a FOF
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if ((bottomheight <= player->mo->z) && ((player->mo->z + player->mo->momz) <= bottomheight))
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{
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fixed_t topheight2;
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ffloor_t *roverbelow;
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boolean foundfof = false;
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floorclimb = true;
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boostup = false;
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// Is there a FOF directly below this one that we can move onto?
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for (roverbelow = glidesector->sector->ffloors; roverbelow; roverbelow = roverbelow->next)
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{
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if (!(roverbelow->flags & FF_EXISTS) || !(roverbelow->flags & FF_BLOCKPLAYER) || (roverbelow->flags & FF_BUSTUP))
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continue;
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if (roverbelow == rover)
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continue;
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#ifdef ESLOPE
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topheight2 = *roverbelow->t_slope ? P_GetZAt(*roverbelow->t_slope, player->mo->x, player->mo->y) : *roverbelow->topheight;
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topheight2 = *roverbelow->t_slope ? P_GetZAt(*roverbelow->t_slope, player->mo->x, player->mo->y) : *roverbelow->topheight;
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#else
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topheight2 = *roverbelow->topheight;
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topheight2 = *roverbelow->topheight;
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#endif
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if (topheight2 > bottomheight - FixedMul(16*FRACUNIT, player->mo->scale))
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foundfof = true;
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if (topheight2 > bottomheight - FixedMul(16*FRACUNIT, player->mo->scale))
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foundfof = true;
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}
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if (!foundfof)
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player->mo->momz = 0;
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}
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if (!foundfof)
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player->mo->momz = 0;
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// Below the FOF
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if (bottomheight >= player->mo->z + player->mo->height)
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{
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floorclimb = false;
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boostup = false;
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thrust = false;
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}
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// Above the FOF
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if (topheight < player->mo->z + FixedMul(16*FRACUNIT, player->mo->scale))
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{
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floorclimb = false;
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thrust = true;
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boostup = true;
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}
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}
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// Below the FOF
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if (bottomheight >= player->mo->z + player->mo->height)
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if (floorclimb)
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{
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floorclimb = false;
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boostup = false;
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thrust = false;
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if (rover->flags & FF_CRUMBLE && !(netgame && player->spectator))
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EV_StartCrumble(rover->master->frontsector, rover, (rover->flags & FF_FLOATBOB), player, rover->alpha, !(rover->flags & FF_NORETURN));
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break;
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}
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// Above the FOF
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if (topheight < player->mo->z + FixedMul(16*FRACUNIT, player->mo->scale))
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{
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floorclimb = false;
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thrust = true;
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boostup = true;
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}
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}
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if (floorclimb)
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{
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if (rover->flags & FF_CRUMBLE && !(netgame && player->spectator))
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EV_StartCrumble(rover->master->frontsector, rover, (rover->flags & FF_FLOATBOB), player, rover->alpha, !(rover->flags & FF_NORETURN));
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break;
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}
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}
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}
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// Gravity is flipped, so are comments.
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if (player->mo->eflags & MFE_VERTICALFLIP)
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{
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// Trying to climb down past the upper texture area
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if ((floorheight >= player->mo->z + player->mo->height) && ((player->mo->z + player->mo->height + player->mo->momz) >= floorheight))
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// Gravity is flipped, so are comments.
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if (player->mo->eflags & MFE_VERTICALFLIP)
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{
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boolean foundfof = false;
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floorclimb = true;
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// Is there a FOF directly below that we can move onto?
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if (glidesector->sector->ffloors)
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// Trying to climb down past the upper texture area
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if ((floorheight >= player->mo->z + player->mo->height) && ((player->mo->z + player->mo->height + player->mo->momz) >= floorheight))
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{
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fixed_t bottomheight;
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ffloor_t *rover;
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for (rover = glidesector->sector->ffloors; rover; rover = rover->next)
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boolean foundfof = false;
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floorclimb = true;
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// Is there a FOF directly below that we can move onto?
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if (glidesector->sector->ffloors)
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{
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if (!(rover->flags & FF_EXISTS) || !(rover->flags & FF_BLOCKPLAYER) || (rover->flags & FF_BUSTUP))
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continue;
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fixed_t bottomheight;
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ffloor_t *rover;
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for (rover = glidesector->sector->ffloors; rover; rover = rover->next)
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{
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if (!(rover->flags & FF_EXISTS) || !(rover->flags & FF_BLOCKPLAYER) || (rover->flags & FF_BUSTUP))
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continue;
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#ifdef ESLOPE
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bottomheight = *rover->b_slope ? P_GetZAt(*rover->b_slope, player->mo->x, player->mo->y) : *rover->bottomheight;
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bottomheight = *rover->b_slope ? P_GetZAt(*rover->b_slope, player->mo->x, player->mo->y) : *rover->bottomheight;
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#else
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bottomheight = *rover->bottomheight;
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bottomheight = *rover->bottomheight;
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#endif
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if (bottomheight < floorheight + FixedMul(16*FRACUNIT, player->mo->scale))
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{
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foundfof = true;
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break;
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if (bottomheight < floorheight + FixedMul(16*FRACUNIT, player->mo->scale))
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{
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foundfof = true;
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break;
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}
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}
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}
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if (!foundfof)
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player->mo->momz = 0;
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}
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if (!foundfof)
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player->mo->momz = 0;
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// Reached the top of the lower texture area
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if (!floorclimb && ceilingheight > player->mo->z + player->mo->height - FixedMul(16*FRACUNIT, player->mo->scale)
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&& (glidesector->sector->ceilingpic == skyflatnum || floorheight < (player->mo->z - FixedMul(8*FRACUNIT, player->mo->scale))))
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{
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thrust = true;
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boostup = true;
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// Play climb-up animation here
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}
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}
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else
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{
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// Trying to climb down past the upper texture area
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if ((ceilingheight <= player->mo->z) && ((player->mo->z + player->mo->momz) <= ceilingheight))
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{
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boolean foundfof = false;
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floorclimb = true;
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// Is there a FOF directly below that we can move onto?
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if (glidesector->sector->ffloors)
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{
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ffloor_t *rover;
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for (rover = glidesector->sector->ffloors; rover; rover = rover->next)
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{
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if (!(rover->flags & FF_EXISTS) || !(rover->flags & FF_BLOCKPLAYER) || (rover->flags & FF_BUSTUP))
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continue;
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|
||||
if (*rover->topheight > ceilingheight - FixedMul(16*FRACUNIT, player->mo->scale))
|
||||
{
|
||||
foundfof = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (!foundfof)
|
||||
player->mo->momz = 0;
|
||||
}
|
||||
|
||||
// Allow climbing from a FOF or lower texture onto the upper texture and vice versa.
|
||||
if (player->mo->z > ceilingheight - FixedMul(16*FRACUNIT, player->mo->scale))
|
||||
{
|
||||
floorclimb = true;
|
||||
thrust = false;
|
||||
boostup = false;
|
||||
}
|
||||
|
||||
// Reached the top of the lower texture area
|
||||
if (!floorclimb && floorheight < player->mo->z + FixedMul(16*FRACUNIT, player->mo->scale)
|
||||
&& (glidesector->sector->ceilingpic == skyflatnum || ceilingheight > (player->mo->z + player->mo->height + FixedMul(8*FRACUNIT, player->mo->scale))))
|
||||
{
|
||||
thrust = true;
|
||||
boostup = true;
|
||||
// Play climb-up animation here
|
||||
}
|
||||
}
|
||||
|
||||
// Reached the top of the lower texture area
|
||||
if (!floorclimb && ceilingheight > player->mo->z + player->mo->height - FixedMul(16*FRACUNIT, player->mo->scale)
|
||||
&& (glidesector->sector->ceilingpic == skyflatnum || floorheight < (player->mo->z - FixedMul(8*FRACUNIT, player->mo->scale))))
|
||||
// Trying to climb on the sky
|
||||
if ((ceilingheight < player->mo->z) && glidesector->sector->ceilingpic == skyflatnum)
|
||||
{
|
||||
thrust = true;
|
||||
boostup = true;
|
||||
// Play climb-up animation here
|
||||
skyclimber = true;
|
||||
}
|
||||
|
||||
// Climbing on the lower texture area?
|
||||
if ((!(player->mo->eflags & MFE_VERTICALFLIP) && player->mo->z + FixedMul(16*FRACUNIT, player->mo->scale) < floorheight)
|
||||
|| ((player->mo->eflags & MFE_VERTICALFLIP) && player->mo->z + player->mo->height <= floorheight))
|
||||
{
|
||||
floorclimb = true;
|
||||
|
||||
if (glidesector->sector->floorspeed)
|
||||
{
|
||||
if (cmd->forwardmove != 0)
|
||||
player->mo->momz += glidesector->sector->floorspeed;
|
||||
else
|
||||
{
|
||||
player->mo->momz = glidesector->sector->floorspeed;
|
||||
climb = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
// Climbing on the upper texture area?
|
||||
else if ((!(player->mo->eflags & MFE_VERTICALFLIP) && player->mo->z >= ceilingheight)
|
||||
|| ((player->mo->eflags & MFE_VERTICALFLIP) && player->mo->z + player->mo->height - FixedMul(16*FRACUNIT, player->mo->scale) > ceilingheight))
|
||||
{
|
||||
floorclimb = true;
|
||||
|
||||
if (glidesector->sector->ceilspeed)
|
||||
{
|
||||
if (cmd->forwardmove != 0)
|
||||
player->mo->momz += glidesector->sector->ceilspeed;
|
||||
else
|
||||
{
|
||||
player->mo->momz = glidesector->sector->ceilspeed;
|
||||
climb = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Trying to climb down past the upper texture area
|
||||
if ((ceilingheight <= player->mo->z) && ((player->mo->z + player->mo->momz) <= ceilingheight))
|
||||
{
|
||||
boolean foundfof = false;
|
||||
floorclimb = true;
|
||||
|
||||
// Is there a FOF directly below that we can move onto?
|
||||
if (glidesector->sector->ffloors)
|
||||
{
|
||||
ffloor_t *rover;
|
||||
for (rover = glidesector->sector->ffloors; rover; rover = rover->next)
|
||||
{
|
||||
if (!(rover->flags & FF_EXISTS) || !(rover->flags & FF_BLOCKPLAYER) || (rover->flags & FF_BUSTUP))
|
||||
continue;
|
||||
|
||||
if (*rover->topheight > ceilingheight - FixedMul(16*FRACUNIT, player->mo->scale))
|
||||
{
|
||||
foundfof = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (!foundfof)
|
||||
player->mo->momz = 0;
|
||||
}
|
||||
|
||||
// Allow climbing from a FOF or lower texture onto the upper texture and vice versa.
|
||||
if (player->mo->z > ceilingheight - FixedMul(16*FRACUNIT, player->mo->scale))
|
||||
{
|
||||
floorclimb = true;
|
||||
thrust = false;
|
||||
boostup = false;
|
||||
}
|
||||
|
||||
// Reached the top of the lower texture area
|
||||
if (!floorclimb && floorheight < player->mo->z + FixedMul(16*FRACUNIT, player->mo->scale)
|
||||
&& (glidesector->sector->ceilingpic == skyflatnum || ceilingheight > (player->mo->z + player->mo->height + FixedMul(8*FRACUNIT, player->mo->scale))))
|
||||
{
|
||||
thrust = true;
|
||||
boostup = true;
|
||||
// Play climb-up animation here
|
||||
}
|
||||
}
|
||||
|
||||
// Trying to climb on the sky
|
||||
if ((ceilingheight < player->mo->z) && glidesector->sector->ceilingpic == skyflatnum)
|
||||
{
|
||||
skyclimber = true;
|
||||
}
|
||||
|
||||
// Climbing on the lower texture area?
|
||||
if ((!(player->mo->eflags & MFE_VERTICALFLIP) && player->mo->z + FixedMul(16*FRACUNIT, player->mo->scale) < floorheight)
|
||||
|| ((player->mo->eflags & MFE_VERTICALFLIP) && player->mo->z + player->mo->height <= floorheight))
|
||||
{
|
||||
floorclimb = true;
|
||||
|
||||
if (glidesector->sector->floorspeed)
|
||||
{
|
||||
if (cmd->forwardmove != 0)
|
||||
player->mo->momz += glidesector->sector->floorspeed;
|
||||
else
|
||||
{
|
||||
player->mo->momz = glidesector->sector->floorspeed;
|
||||
climb = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
// Climbing on the upper texture area?
|
||||
else if ((!(player->mo->eflags & MFE_VERTICALFLIP) && player->mo->z >= ceilingheight)
|
||||
|| ((player->mo->eflags & MFE_VERTICALFLIP) && player->mo->z + player->mo->height - FixedMul(16*FRACUNIT, player->mo->scale) > ceilingheight))
|
||||
{
|
||||
floorclimb = true;
|
||||
|
||||
if (glidesector->sector->ceilspeed)
|
||||
{
|
||||
if (cmd->forwardmove != 0)
|
||||
player->mo->momz += glidesector->sector->ceilspeed;
|
||||
else
|
||||
{
|
||||
player->mo->momz = glidesector->sector->ceilspeed;
|
||||
climb = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (player->lastsidehit != -1 && player->lastlinehit != -1)
|
||||
{
|
||||
thinker_t *think;
|
||||
|
|
Loading…
Reference in a new issue