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Correct remaining instances where step up/down scales with the object instead of the map
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3 changed files with 7 additions and 7 deletions
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@ -2793,7 +2793,7 @@ 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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const fixed_t maxstep = MAXSTEPMOVE;
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const fixed_t maxstep = FixedMul(MAXSTEPMOVE, mapheaderinfo[gamemap-1]->mobj_scale);
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if (tmceilingz - tmfloorz < thing->height)
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return false; // doesn't fit
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@ -3276,7 +3276,7 @@ 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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if (openbottom - slidemo->z > FixedMul(MAXSTEPMOVE, slidemo->scale))
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if (openbottom - slidemo->z > FixedMul(MAXSTEPMOVE, mapheaderinfo[gamemap-1]->mobj_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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@ -7913,7 +7913,7 @@ void P_MobjThinker(mobj_t *mobj)
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else
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{
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mobj->flags &= ~MF_NOGRAVITY;
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if (mobj->z > mobj->watertop && mobj->z - mobj->watertop < FixedMul(MAXSTEPMOVE, mobj->scale))
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if (mobj->z > mobj->watertop && mobj->z - mobj->watertop < FixedMul(MAXSTEPMOVE, mapheaderinfo[gamemap-1]->mobj_scale))
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mobj->z = mobj->watertop;
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}
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break;
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@ -2978,7 +2978,7 @@ static fixed_t teeteryl, teeteryh;
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static boolean PIT_CheckSolidsTeeter(mobj_t *thing) // SRB2kart - unused.
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{
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fixed_t blockdist;
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fixed_t tiptop = FixedMul(MAXSTEPMOVE, teeterer->scale);
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fixed_t tiptop = FixedMul(MAXSTEPMOVE, mapheaderinfo[gamemap-1]->mobj_scale);
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fixed_t thingtop = thing->z + thing->height;
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fixed_t teeterertop = teeterer->z + teeterer->height;
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@ -3095,7 +3095,7 @@ static void P_DoTeeter(player_t *player) // SRB2kart - unused.
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boolean roverfloor; // solid 3d floors?
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fixed_t floorheight, ceilingheight;
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fixed_t topheight, bottomheight; // for 3d floor usage
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const fixed_t tiptop = FixedMul(MAXSTEPMOVE, player->mo->scale); // Distance you have to be above the ground in order to teeter.
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const fixed_t tiptop = FixedMul(MAXSTEPMOVE, mapheaderinfo[gamemap-1]->mobj_scale); // Distance you have to be above the ground in order to teeter.
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if (player->mo->standingslope && player->mo->standingslope->zdelta >= (FRACUNIT/2)) // Always teeter if the slope is too steep.
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teeter = true;
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@ -7765,8 +7765,8 @@ boolean P_LookForEnemies(player_t *player)
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if (mo->type == MT_DETON) // Don't be STUPID, Sonic!
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continue;
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if (((mo->z > player->mo->z+FixedMul(MAXSTEPMOVE, player->mo->scale)) && !(player->mo->eflags & MFE_VERTICALFLIP))
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|| ((mo->z+mo->height < player->mo->z+player->mo->height-FixedMul(MAXSTEPMOVE, player->mo->scale)) && (player->mo->eflags & MFE_VERTICALFLIP))) // Reverse gravity check - Flame.
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if (((mo->z > player->mo->z+FixedMul(MAXSTEPMOVE, mapheaderinfo[gamemap-1]->mobj_scale)) && !(player->mo->eflags & MFE_VERTICALFLIP))
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|| ((mo->z+mo->height < player->mo->z+player->mo->height-FixedMul(MAXSTEPMOVE, mapheaderinfo[gamemap-1]->mobj_scale)) && (player->mo->eflags & MFE_VERTICALFLIP))) // Reverse gravity check - Flame.
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continue; // Don't home upwards!
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if (P_AproxDistance(P_AproxDistance(player->mo->x-mo->x, player->mo->y-mo->y),
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