From 3bc56a91b261d69b0f9bbba84e8af5f6922e3117 Mon Sep 17 00:00:00 2001 From: Yukita Mayako Date: Fri, 29 May 2015 04:34:53 -0400 Subject: [PATCH] Hotfix for platform movement being dropped on players. Now players will apply platform movement when jumping, but only if the platform is moving the same direction as their jump is, and all other objects will have an appropriate pmomz in reverse gravity FOF situations. --- src/p_map.c | 6 +++++- src/p_mobj.c | 49 ++++++++++--------------------------------------- src/p_user.c | 12 +++++++++--- 3 files changed, 24 insertions(+), 43 deletions(-) diff --git a/src/p_map.c b/src/p_map.c index 62cbf7b7..4b2ea52c 100644 --- a/src/p_map.c +++ b/src/p_map.c @@ -2047,6 +2047,7 @@ boolean P_SceneryTryMove(mobj_t *thing, fixed_t x, fixed_t y) // static boolean P_ThingHeightClip(mobj_t *thing) { + boolean floormoved; fixed_t oldfloorz = thing->floorz; boolean onfloor = P_IsObjectOnGround(thing);//(thing->z <= thing->floorz); @@ -2058,6 +2059,9 @@ static boolean P_ThingHeightClip(mobj_t *thing) if (P_MobjWasRemoved(thing)) return true; + floormoved = (thing->eflags & MFE_VERTICALFLIP && tmceilingz != thing->ceilingz) + || (!(thing->eflags & MFE_VERTICALFLIP) && tmfloorz != thing->floorz); + thing->floorz = tmfloorz; thing->ceilingz = tmceilingz; @@ -2066,7 +2070,7 @@ static boolean P_ThingHeightClip(mobj_t *thing) if (tmfloorz > oldfloorz+thing->height) return true; - if (/*!tmfloorthing && */onfloor && !(thing->flags & MF_NOGRAVITY)) + if (onfloor && !(thing->flags & MF_NOGRAVITY) && floormoved) { if (thing->eflags & MFE_VERTICALFLIP) thing->pmomz = thing->ceilingz - (thing->z + thing->height); diff --git a/src/p_mobj.c b/src/p_mobj.c index cac4bc24..f1fc6bb7 100644 --- a/src/p_mobj.c +++ b/src/p_mobj.c @@ -1986,12 +1986,8 @@ static void P_PlayerZMovement(mobj_t *mo) (FixedMul(cv_viewheight.value<scale) - mo->player->viewheight)>>3; } - // adjust height -/* if (mo->pmomz && mo->z > mo->floorz && !(mo->player->pflags & PF_JUMPED)) - { - mo->momz += mo->pmomz; + if (mo->pmomz && mo->z > mo->floorz) mo->pmomz = 0; - }*/ mo->z += mo->momz; @@ -2899,6 +2895,7 @@ static void P_PlayerMobjThinker(mobj_t *mobj) msecnode_t *node; I_Assert(mobj != NULL); + I_Assert(mobj->player != NULL); I_Assert(!P_MobjWasRemoved(mobj)); P_MobjCheckWater(mobj); @@ -2917,7 +2914,7 @@ static void P_PlayerMobjThinker(mobj_t *mobj) P_CheckPosition(mobj, mobj->x, mobj->y); goto animonly; } - else if (mobj->player && (mobj->player->pflags & PF_MACESPIN) && mobj->tracer) + else if (mobj->player->pflags & PF_MACESPIN && mobj->tracer) { P_CheckPosition(mobj, mobj->x, mobj->y); goto animonly; @@ -2936,7 +2933,7 @@ static void P_PlayerMobjThinker(mobj_t *mobj) else P_TryMove(mobj, mobj->x, mobj->y, true); - if (!(netgame && mobj->player && mobj->player->spectator)) + if (!(netgame && mobj->player->spectator)) { // Crumbling platforms for (node = mobj->touching_sectorlist; node; node = node->m_snext) @@ -3019,18 +3016,14 @@ static void P_PlayerMobjThinker(mobj_t *mobj) } else { - if (mobj->player) + mobj->player->jumping = 0; + mobj->player->pflags &= ~PF_JUMPED; + if (mobj->player->secondjump || mobj->player->powers[pw_tailsfly]) { - mobj->player->jumping = 0; - mobj->player->pflags &= ~PF_JUMPED; - if (mobj->player->secondjump || mobj->player->powers[pw_tailsfly]) - { - mobj->player->secondjump = 0; - mobj->player->powers[pw_tailsfly] = 0; - P_SetPlayerMobjState(mobj, S_PLAY_RUN1); - } + mobj->player->secondjump = 0; + mobj->player->powers[pw_tailsfly] = 0; + P_SetPlayerMobjState(mobj, S_PLAY_RUN1); } - mobj->pmomz = 0; mobj->eflags &= ~MFE_JUSTHITFLOOR; } @@ -6643,17 +6636,6 @@ for (i = ((mobj->flags2 & MF2_STRONGBOX) ? strongboxamt : weakboxamt); i; --i) s } else { - if (mobj->player) - { - mobj->player->jumping = 0; - mobj->player->pflags &= ~PF_JUMPED; - if (mobj->player->secondjump || mobj->player->powers[pw_tailsfly]) - { - mobj->player->secondjump = 0; - mobj->player->powers[pw_tailsfly] = 0; - P_SetPlayerMobjState(mobj, S_PLAY_RUN1); - } - } mobj->pmomz = 0; // to prevent that weird rocketing gargoyle bug mobj->eflags &= ~MFE_JUSTHITFLOOR; } @@ -6854,17 +6836,6 @@ void P_SceneryThinker(mobj_t *mobj) } else { - if (mobj->player) - { - mobj->player->jumping = 0; - mobj->player->pflags &= ~PF_JUMPED; - if (mobj->player->secondjump || mobj->player->powers[pw_tailsfly]) - { - mobj->player->secondjump = 0; - mobj->player->powers[pw_tailsfly] = 0; - P_SetPlayerMobjState(mobj, S_PLAY_RUN1); - } - } mobj->pmomz = 0; // to prevent that weird rocketing gargoyle bug mobj->eflags &= ~MFE_JUSTHITFLOOR; } diff --git a/src/p_user.c b/src/p_user.c index 6844d2cb..c5c5ab73 100644 --- a/src/p_user.c +++ b/src/p_user.c @@ -3619,11 +3619,18 @@ void P_DoJump(player_t *player, boolean soundandstate) // set just an eensy above the ground if (player->mo->eflags & MFE_VERTICALFLIP) + { player->mo->z--; + if (player->mo->pmomz < 0) + player->mo->momz += player->mo->pmomz; // Add the platform's momentum to your jump. + } else + { player->mo->z++; - - player->mo->z += player->mo->pmomz; // Solves problem of 'hitting around again after jumping on a moving platform'. + if (player->mo->pmomz > 0) + player->mo->momz += player->mo->pmomz; // Add the platform's momentum to your jump. + } + player->mo->pmomz = 0; player->pflags |= PF_JUMPED; @@ -9028,7 +9035,6 @@ void P_PlayerThink(player_t *player) player->mo->tracer->flags2 &= ~MF2_DONTDRAW; } - player->mo->pmomz = 0; player->pflags &= ~PF_SLIDING; /*