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Create static function P_IsObjectOnRealGround for each time thinker to use in place of P_IsObjectOnGroundIn, for non-FOF floor touch specials
This fixes solid FOFs activating floor touch specials for normal ground if using an "each time" trigger linedef
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1 changed files with 28 additions and 1 deletions
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@ -2021,6 +2021,33 @@ foundenemy:
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P_RemoveThinker(&nobaddies->thinker);
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P_RemoveThinker(&nobaddies->thinker);
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}
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}
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//
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// P_IsObjectOnRealGround
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//
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// Helper function for T_EachTimeThinker
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// Like P_IsObjectOnGroundIn, except ONLY THE REAL GROUND IS CONSIDERED, NOT FOFS
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// I'll consider whether to make this a more globally accessible function or whatever in future
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// -- Monster Iestyn
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//
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static boolean P_IsObjectOnRealGround(mobj_t *mo, sector_t *sec)
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{
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// Is the object in reverse gravity?
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if (mo->eflags & MFE_VERTICALFLIP)
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{
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// Detect if the player is on the ceiling.
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if (mo->z+mo->height >= P_GetSpecialTopZ(mo, sec, sec))
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return true;
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}
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// Nope!
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else
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{
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// Detect if the player is on the floor.
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if (mo->z <= P_GetSpecialBottomZ(mo, sec, sec))
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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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//
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// P_HavePlayersEnteredArea
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// P_HavePlayersEnteredArea
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//
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//
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@ -2224,7 +2251,7 @@ void T_EachTimeThinker(levelspecthink_t *eachtime)
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|| P_PlayerTouchingSectorSpecial(&players[i], 2, (GETSECSPECIAL(sec->special, 2))) == sec))
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|| P_PlayerTouchingSectorSpecial(&players[i], 2, (GETSECSPECIAL(sec->special, 2))) == sec))
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continue;
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continue;
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if (floortouch == true && P_IsObjectOnGroundIn(players[i].mo, sec))
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if (floortouch == true && P_IsObjectOnRealGround(players[i].mo, sec))
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{
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{
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if (i & 1)
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if (i & 1)
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eachtime->var2s[i/2] |= 1;
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eachtime->var2s[i/2] |= 1;
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