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Merge branch 'slope_optimisations' into 'master'
Optimisation of P_GetMobjGravity (relevant for slopes) Cleaned up some performance issues in Skytop Zone (2.1.16: THE SUGOI UPDATE) arising from some inefficiencies with P_GetMobjGravity. FPS drops only occasionally to 34 now, which is a big improvement when I was frequently getting 27 in Salt's 15andahalf.exe. (I also tested in a build of 2.1.16's first release candidate, and was getting drops to 16! So SOMETHING improved since then, but this was the major issue.) See merge request !109
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commit
7f9accf38b
1 changed files with 25 additions and 38 deletions
63
src/p_mobj.c
63
src/p_mobj.c
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@ -1278,25 +1278,23 @@ fixed_t P_GetMobjGravity(mobj_t *mo)
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for (rover = mo->subsector->sector->ffloors; rover; rover = rover->next)
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{
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if (!(rover->flags & FF_EXISTS))
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if (!(rover->flags & FF_EXISTS) || !P_InsideANonSolidFFloor(mo, rover)) // P_InsideANonSolidFFloor checks for FF_EXISTS itself, but let's not always call this function
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continue;
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if (P_InsideANonSolidFFloor(mo, rover))
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{
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if ((rover->flags & (FF_SWIMMABLE|FF_GOOWATER)) == (FF_SWIMMABLE|FF_GOOWATER))
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goopgravity = true;
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if (rover->master->frontsector->gravity)
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{
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gravityadd = -FixedMul(gravity,
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(FixedDiv(*rover->master->frontsector->gravity>>FRACBITS, 1000)));
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if ((rover->flags & (FF_SWIMMABLE|FF_GOOWATER)) == (FF_SWIMMABLE|FF_GOOWATER))
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goopgravity = true;
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if (rover->master->frontsector->verticalflip && gravityadd > 0)
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mo->eflags |= MFE_VERTICALFLIP;
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if (!(rover->master->frontsector->gravity))
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continue;
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no3dfloorgrav = false;
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break;
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}
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}
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gravityadd = -FixedMul(gravity,
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(FixedDiv(*rover->master->frontsector->gravity>>FRACBITS, 1000)));
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if (rover->master->frontsector->verticalflip && gravityadd > 0)
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mo->eflags |= MFE_VERTICALFLIP;
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no3dfloorgrav = false;
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break;
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}
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}
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@ -1318,28 +1316,20 @@ fixed_t P_GetMobjGravity(mobj_t *mo)
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if (mo->player)
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{
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if (mo->player->charability == CA_FLY && (mo->player->powers[pw_tailsfly]
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|| (mo->state >= &states[S_PLAY_SPC1] && mo->state <= &states[S_PLAY_SPC4])))
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gravityadd = gravityadd/3; // less gravity while flying
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if (mo->player->pflags & PF_GLIDING)
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gravityadd = gravityadd/3; // less gravity while gliding
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if (mo->player->climbing)
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gravityadd = 0;
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if (mo->player->pflags & PF_NIGHTSMODE)
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if ((mo->player->pflags & PF_GLIDING)
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|| (mo->player->charability == CA_FLY && (mo->player->powers[pw_tailsfly]
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|| (mo->state >= &states[S_PLAY_SPC1] && mo->state <= &states[S_PLAY_SPC4]))))
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gravityadd = gravityadd/3; // less gravity while flying/gliding
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if (mo->player->climbing || (mo->player->pflags & PF_NIGHTSMODE))
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gravityadd = 0;
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if (!(mo->flags2 & MF2_OBJECTFLIP) != !(mo->player->powers[pw_gravityboots])) // negated to turn numeric into bool - would be double negated, but not needed if both would be
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{
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UINT8 bits = 0;
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if (mo->flags2 & MF2_OBJECTFLIP)
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bits ^= 1;
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if (mo->player->powers[pw_gravityboots])
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bits ^= 1;
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if (bits & 1)
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{
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gravityadd = -gravityadd;
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mo->eflags ^= MFE_VERTICALFLIP;
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}
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gravityadd = -gravityadd;
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mo->eflags ^= MFE_VERTICALFLIP;
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}
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if (!!(mo->eflags & MFE_VERTICALFLIP) != wasflip)
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P_PlayerFlip(mo);
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}
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else
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{
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@ -1347,10 +1337,10 @@ fixed_t P_GetMobjGravity(mobj_t *mo)
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if (mo->flags2 & MF2_OBJECTFLIP)
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{
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mo->eflags |= MFE_VERTICALFLIP;
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if (gravityadd < 0) // Don't sink, only rise up
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gravityadd *= -1;
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if (mo->z + mo->height >= mo->ceilingz)
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gravityadd = 0;
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else if (gravityadd < 0) // Don't sink, only rise up
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gravityadd *= -1;
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}
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else //Otherwise, sort through the other exceptions.
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{
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@ -1396,9 +1386,6 @@ fixed_t P_GetMobjGravity(mobj_t *mo)
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if (goopgravity)
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gravityadd = -gravityadd/5;
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if (mo->player && !!(mo->eflags & MFE_VERTICALFLIP) != wasflip)
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P_PlayerFlip(mo);
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gravityadd = FixedMul(gravityadd, mo->scale);
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return gravityadd;
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