mirror of
https://git.do.srb2.org/KartKrew/Kart-Public.git
synced 2024-12-26 12:21:19 +00:00
Revert/remove unused/broken junk from original slopes port
m_vector removal to come later. The little thing commented out in it is so I could revert the weird tables.c change.
This commit is contained in:
parent
8c54ee44e7
commit
3f8e7b1739
12 changed files with 31 additions and 176 deletions
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@ -330,7 +330,7 @@ angle_t FV_AngleBetweenVectors(const v3fixed_t *Vector1, const v3fixed_t *Vector
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fixed_t vectorsMagnitude = FixedMul(FV_Magnitude(Vector1), FV_Magnitude(Vector2));
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// Return the arc cosine of the (dotProduct / vectorsMagnitude) which is the angle in RADIANS.
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return FixedAcos(FixedDiv(dotProduct, vectorsMagnitude));
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return 0;//ALFALFA FixedAcos(FixedDiv(dotProduct, vectorsMagnitude));
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}
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float FV_AngleBetweenVectorsf(const v3float_t *Vector1, const v3float_t *Vector2)
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@ -28,10 +28,6 @@
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#include "hardware/hw3sound.h"
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#endif
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#ifdef SPRINGCLEAN// ESLOPE
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#include "p_slopes.h"
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#endif
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#ifdef HAVE_BLUA
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boolean LUA_CallAction(const char *action, mobj_t *actor);
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#endif
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@ -19,9 +19,6 @@
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#include "z_zone.h"
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#include "g_game.h"
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#include "r_main.h"
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#ifdef SPRINGCLEAN// ESLOPE
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#include "p_slopes.h"
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#endif
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// ==========================================================================
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// FLOORS
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@ -53,15 +53,6 @@
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// above this, a height difference is considered as a 'dropoff'
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#define MAXSTEPMOVE (24*FRACUNIT)
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#ifdef ESLOPE
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// [RH] Minimum floorplane.c value for walking
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// The lower the value, the steeper the slope is
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#define SECPLANESTEEPSLOPE 46000
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// ESLOPE stuff - a slope of 4 or lower is so level, treat it as flat
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#define LEVELSLOPE 4
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#define STEEPSLOPE 65
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#endif
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#define USERANGE (64*FRACUNIT)
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#define MELEERANGE (64*FRACUNIT)
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#define MISSILERANGE (32*64*FRACUNIT)
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@ -147,12 +138,6 @@ boolean P_IsObjectOnGroundIn(mobj_t *mo, sector_t *sec);
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boolean P_InSpaceSector(mobj_t *mo);
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boolean P_InQuicksand(mobj_t *mo);
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#ifdef ESLOPE
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boolean P_IsObjectOnSlope(mobj_t *mo, boolean ceiling);
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boolean P_SlopeGreaterThan(mobj_t *mo, boolean ceiling, int value);
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boolean P_SlopeLessThan(mobj_t *mo, boolean ceiling, int value);
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#endif
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void P_SetObjectMomZ(mobj_t *mo, fixed_t value, boolean relative);
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void P_RestoreMusic(player_t *player);
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void P_SpawnShieldOrb(player_t *player);
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58
src/p_map.c
58
src/p_map.c
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@ -1756,30 +1756,8 @@ boolean P_TryCameraMove(fixed_t x, fixed_t y, camera_t *thiscam)
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}
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else
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{
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#ifdef ESLOPE // SRB2CBTODO: Checking the things momx/y help with collision issues, but makes going done slopes not as smooth
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if (thiscam->subsector->sector && thiscam->subsector->sector->f_slope)
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{
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// SRB2CBTODO: Support a mobj's gravity for this too
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if (P_GetZAt(thiscam->subsector->sector->f_slope, thiscam->x+thiscam->momx, thiscam->y+thiscam->momy) > P_GetZAt(thiscam->subsector->sector->f_slope, thiscam->x, thiscam->y))
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thiscam->floorz = P_GetZAt(thiscam->subsector->sector->f_slope, thiscam->x+thiscam->momx, thiscam->y+thiscam->momy);
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else
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thiscam->floorz = P_GetZAt(thiscam->subsector->sector->f_slope, thiscam->x, thiscam->y);
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}
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else
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#endif
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tmfloorz = thiscam->subsector->sector->floorheight;
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#ifdef ESLOPE
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if (thiscam->subsector->sector && thiscam->subsector->sector->c_slope)
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{
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// SRB2CBTODO: Support a mobj's gravity for this too
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if (P_GetZAt(thiscam->subsector->sector->c_slope, thiscam->x+thiscam->momx, thiscam->y+thiscam->momy) < P_GetZAt(thiscam->subsector->sector->c_slope, thiscam->x, thiscam->y))
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thiscam->ceilingz = P_GetZAt(thiscam->subsector->sector->c_slope, thiscam->x, thiscam->y);
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else
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thiscam->ceilingz = P_GetZAt(thiscam->subsector->sector->c_slope, thiscam->x+thiscam->momx, thiscam->y+thiscam->momy);
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}
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else
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#endif
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tmceilingz = thiscam->subsector->sector->ceilingheight;
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tmfloorz = P_CameraGetFloorZ(thiscam, thiscam->subsector->sector, x, y, NULL);
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tmceilingz = P_CameraGetCeilingZ(thiscam, thiscam->subsector->sector, x, y, NULL);
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}
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// the move is ok,
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@ -2074,7 +2052,7 @@ boolean P_TryMove(mobj_t *thing, fixed_t x, fixed_t y, boolean allowdropoff)
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if (thing->momz <= 0)
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thing->standingslope = tmfloorslope;
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}
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else if (thing->z+thing->height >= tmceilingz /*&& thing->momz >= 0*/ && (thing->eflags & MFE_VERTICALFLIP)) {
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else if (thing->z+thing->height >= tmceilingz && (thing->eflags & MFE_VERTICALFLIP)) {
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if (!startingonground && tmceilingslope)
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P_HandleSlopeLanding(thing, tmceilingslope);
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@ -2120,15 +2098,7 @@ boolean P_SceneryTryMove(mobj_t *thing, fixed_t x, fixed_t y)
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if (!(thing->flags & MF_NOCLIP))
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{
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fixed_t maxstep = MAXSTEPMOVE;
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#ifdef ESLOPE // TODO: Make this collosion better
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// Maxstepmove = 0 means the object bounces like a nut while going down a slope
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if (thing->subsector->sector->f_slope)
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{
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maxstep *= thing->subsector->sector->f_slope->zangle;
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}
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#endif
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const fixed_t maxstep = MAXSTEPMOVE;
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if (tmceilingz - tmfloorz < thing->height)
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return false; // doesn't fit
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@ -2450,6 +2420,7 @@ static boolean P_IsClimbingValid(player_t *player, angle_t angle)
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if (glidesector->sector != player->mo->subsector->sector)
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{
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boolean floorclimb = false;
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fixed_t topheight, bottomheight;
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if (glidesector->sector->ffloors)
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{
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@ -2459,8 +2430,8 @@ static boolean P_IsClimbingValid(player_t *player, angle_t angle)
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if (!(rover->flags & FF_EXISTS) || !(rover->flags & FF_BLOCKPLAYER))
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continue;
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fixed_t topheight = *rover->topheight;
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fixed_t bottomheight = *rover->bottomheight;
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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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@ -2551,7 +2522,6 @@ static boolean P_IsClimbingValid(player_t *player, angle_t angle)
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static boolean PTR_SlideTraverse(intercept_t *in)
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{
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line_t *li;
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fixed_t maxstep;
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I_Assert(in->isaline);
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@ -2584,9 +2554,7 @@ static boolean PTR_SlideTraverse(intercept_t *in)
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if (opentop - slidemo->z < slidemo->height)
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goto isblocking; // mobj is too high
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maxstep = FixedMul(MAXSTEPMOVE, slidemo->scale);
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if (openbottom - slidemo->z > maxstep)
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if (openbottom - slidemo->z > FixedMul(MAXSTEPMOVE, slidemo->scale))
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goto isblocking; // too big a step up
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// this line doesn't block movement
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@ -2607,6 +2575,7 @@ isblocking:
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line_t *checkline = li;
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sector_t *checksector;
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ffloor_t *rover;
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fixed_t topheight, bottomheight;
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boolean fofline = false;
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INT32 side = P_PointOnLineSide(slidemo->x, slidemo->y, li);
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@ -2622,8 +2591,8 @@ isblocking:
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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 topheight = *rover->topheight;
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fixed_t bottomheight = *rover->bottomheight;
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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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@ -3258,6 +3227,7 @@ static boolean PIT_ChangeSector(mobj_t *thing, boolean realcrush)
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if (thing->subsector->sector->ffloors && (realcrush || thing->flags & MF_PUSHABLE))
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{
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ffloor_t *rover;
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fixed_t topheight, bottomheight;
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fixed_t delta1, delta2;
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INT32 thingtop = thing->z + thing->height;
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@ -3267,8 +3237,8 @@ static boolean PIT_ChangeSector(mobj_t *thing, boolean realcrush)
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|| ((rover->flags & FF_BLOCKOTHERS) && !thing->player)) || !(rover->flags & FF_EXISTS))
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continue;
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fixed_t topheight = *rover->topheight;
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fixed_t bottomheight = *rover->bottomheight;
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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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@ -21,9 +21,6 @@
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#include "p_maputl.h"
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#include "p_polyobj.h"
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#include "z_zone.h"
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#ifdef SPRINGCLEAN// ESLOPE
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#include "p_slopes.h"
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#endif
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//
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// P_AproxDistance
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@ -862,6 +859,7 @@ void P_SetThingPosition(mobj_t *thing)
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{ // link into subsector
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subsector_t *ss;
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sector_t *oldsec = NULL;
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fixed_t tfloorz, tceilz;
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I_Assert(thing != NULL);
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I_Assert(!P_MobjWasRemoved(thing));
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ss = thing->subsector = R_PointInSubsector(thing->x, thing->y);
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fixed_t tfloorz, tceilz;
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tfloorz = P_GetFloorZ(thing, ss->sector, thing->x, thing->y, NULL);
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tceilz = P_GetCeilingZ(thing, ss->sector, thing->x, thing->y, NULL);
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if (!(thing->flags & MF_NOSECTOR))
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{
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// invisible things don't go into the sector links
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@ -936,6 +929,9 @@ void P_SetThingPosition(mobj_t *thing)
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// sector's floor is the same height.
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if (thing->player && oldsec != NULL && thing->subsector && oldsec != thing->subsector->sector)
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{
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tfloorz = P_GetFloorZ(thing, ss->sector, thing->x, thing->y, NULL);
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tceilz = P_GetCeilingZ(thing, ss->sector, thing->x, thing->y, NULL);
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if (thing->eflags & MFE_VERTICALFLIP)
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{
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if (thing->z + thing->height >= tceilz)
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@ -2181,6 +2181,7 @@ void P_XYMovement(mobj_t *mo)
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if (!P_TryMove(mo, mo->x + xmove, mo->y + ymove, true) && !(mo->eflags & MFE_SPRUNG))
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{
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// blocked move
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if (player) {
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moved = false;
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if (player->bot)
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@ -28,11 +28,6 @@
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// Needs precompiled tables/data structures.
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#include "info.h"
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// For slope code, we need v3float_t
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#ifdef ESLOPE
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//#include "r_defs.h"
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#endif
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//
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// NOTES: mobj_t
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//
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16
src/p_spec.c
16
src/p_spec.c
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@ -33,9 +33,6 @@
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#include "m_misc.h"
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#include "m_cond.h" //unlock triggers
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#include "lua_hook.h" // LUAh_LinedefExecute
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#ifdef ESLOPE
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#include "p_slopes.h"
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#endif
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#ifdef HW3SOUND
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#include "hardware/hw3sound.h"
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@ -4522,6 +4519,7 @@ static void P_PlayerOnSpecial3DFloor(player_t *player, sector_t *sector)
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static void P_RunSpecialSectorCheck(player_t *player, sector_t *sector)
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{
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boolean nofloorneeded = false;
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fixed_t f_affectpoint, c_affectpoint;
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if (!sector->special) // nothing special, exit
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return;
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@ -4584,8 +4582,8 @@ static void P_RunSpecialSectorCheck(player_t *player, sector_t *sector)
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return;
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}
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fixed_t f_affectpoint = P_GetFloorZ(player->mo, sector, player->mo->x, player->mo->y, NULL);//sector->floorheight;
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fixed_t c_affectpoint = P_GetCeilingZ(player->mo, sector, player->mo->x, player->mo->y, NULL);//sector->ceilingheight;
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f_affectpoint = P_GetFloorZ(player->mo, sector, player->mo->x, player->mo->y, NULL);
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c_affectpoint = P_GetCeilingZ(player->mo, sector, player->mo->x, player->mo->y, NULL);
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// Only go further if on the ground
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if ((sector->flags & SF_FLIPSPECIAL_FLOOR) && !(sector->flags & SF_FLIPSPECIAL_CEILING) && player->mo->z != f_affectpoint)
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@ -7386,12 +7384,8 @@ void T_Pusher(pusher_t *p)
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|| GETSECSPECIAL(referrer->special, 3) == 3)
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foundfloor = true;
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}
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else if (
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#ifdef ESLOPE
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(!sec->f_slope) &&
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#endif
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(!(GETSECSPECIAL(sec->special, 3) == 2
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|| GETSECSPECIAL(sec->special, 3) == 3)))
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else if (!(GETSECSPECIAL(sec->special, 3) == 2
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|| GETSECSPECIAL(sec->special, 3) == 3))
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return;
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if (p->roverpusher && foundfloor == false) // Not even a 3d floor has the PUSH_MASK.
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81
src/p_user.c
81
src/p_user.c
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@ -1197,87 +1197,6 @@ boolean P_IsObjectOnGround(mobj_t *mo)
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return false;
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}
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#ifdef ESLOPE
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//
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// P_IsObjectOnSlope
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//
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// Returns true if the player is
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// on a slope. Takes reverse
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// gravity into account.
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//
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boolean P_IsObjectOnSlope(mobj_t *mo, boolean ceiling)
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{
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if (ceiling && (mo->eflags & MFE_VERTICALFLIP))
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{
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if ((mo->z + mo->height >= mo->ceilingz) && mo->subsector->sector->c_slope) // SRB2CBTODO: allow being on underside of mobj too?
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return true;
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}
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else
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{
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if (mo->z <= mo->floorz && mo->subsector->sector->f_slope)
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return true;
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}
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return false;
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}
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//
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// P_SlopeGreaterThan
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//
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// Returns true if the object is on a slope
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// that has an angle greater than the value
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//
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boolean P_SlopeGreaterThan(mobj_t *mo, boolean ceiling, int value)
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{
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if (ceiling && (mo->eflags & MFE_VERTICALFLIP))
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{
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if ((mo->z + mo->height >= mo->ceilingz) && mo->subsector->sector->c_slope)
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{
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if (value < mo->subsector->sector->c_slope->zangle)
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return true;
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}
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}
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else
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{
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if (mo->z <= mo->floorz && mo->subsector->sector->f_slope)
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{
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if (value < mo->subsector->sector->f_slope->zangle)
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return true;
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}
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}
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return false;
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}
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//
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// P_SlopeLessThan
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//
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// Returns true if the object is on a slope
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// that has an angle less than the value
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//
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boolean P_SlopeLessThan(mobj_t *mo, boolean ceiling, int value)
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{
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if (ceiling && (mo->eflags & MFE_VERTICALFLIP))
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{
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if ((mo->z + mo->height >= mo->ceilingz) && mo->subsector->sector->c_slope)
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{
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if (value < mo->subsector->sector->c_slope->zangle)
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return true;
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}
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}
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else
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{
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if (mo->z <= mo->floorz && mo->subsector->sector->f_slope)
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{
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if (value < mo->subsector->sector->f_slope->zangle)
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return true;
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}
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}
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return false;
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}
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#endif
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//
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// P_IsObjectOnGroundIn
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//
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@ -2225,6 +2225,9 @@ angle_t tantoangle[2049] =
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536870912
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};
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#ifdef NEED_FIXED_VECTOR
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static angle_t fineacon[65536*2] = {
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ANGLE_MAX, 2143707442, 2142143280, 2140943052, 2139931208, 2139039753, 2138233813, 2137492672, 2136802831, 2136154917, 2135542102, 2134959233, 2134402306, 2133868139, 2133354148, 2132858208,
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2132378539, 2131913638, 2131462220, 2131023174, 2130595537, 2130178462, 2129771202, 2129373097, 2128983555, 2128602046, 2128228092, 2127861261, 2127501162, 2127147436, 2126799757, 2126457825,
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@ -10426,8 +10429,6 @@ FUNCMATH angle_t FixedAcos(fixed_t x)
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return fineacon[((x<<(FINE_FRACBITS-FRACBITS)))+FRACUNIT];
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}
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#ifdef NEED_FIXED_VECTOR
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//
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// AngleBetweenVectors
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//
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@ -96,11 +96,12 @@ FUNCMATH angle_t FixedAngle(fixed_t fa);
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// and with a factor, with +factor for (fa/factor) and -factor for (fa*factor)
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FUNCMATH angle_t FixedAngleC(fixed_t fa, fixed_t factor);
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/// The FixedAcos function
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FUNCMATH angle_t FixedAcos(fixed_t x);
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||||
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||||
#ifdef NEED_FIXED_VECTOR
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/// The FixedAcos function
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||||
FUNCMATH angle_t FixedAcos(fixed_t x);
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||||
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/// Fixed Point Vector functions
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angle_t FV2_AngleBetweenVectors(const vector2_t *Vector1, const vector2_t *Vector2);
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angle_t FV3_AngleBetweenVectors(const vector3_t *Vector1, const vector3_t *Vector2);
|
||||
|
|
Loading…
Reference in a new issue