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Merge branch 'slopes_n_objects' into 'next'
Fixing various problems with MF_SOLID collision (I, toast, wrote the original merge request, but Alam made this merge request because I made a mistake. Twice. In a row.) * Solid objects are now no longer intangible when your z is less than the other object's. * I originally thought the bug was limited to just solid objects on slopes (hence the branch name), and was wondering about undesired side effects - but looking at this gfy, this was a major bug that slopes made easier to expose. * Unfixed = http://gfycat.com/BareLimitedCavy * Fixed = http://gfycat.com/JubilantOffensiveGar * You now properly lose your momentum when jumping at a solid object. * The way I fixed this was a hack, but it was originally a much worse hack which resulted in very bizzare physics issues, so... * Unfixed = http://gfycat.com/ShockingAbsoluteArthropods (also demonstrates the first bug) * Fixed = http://gfycat.com/EmbellishedCourageousGordonsetter See merge request !119
This commit is contained in:
commit
8b5abd957c
1 changed files with 26 additions and 13 deletions
39
src/p_map.c
39
src/p_map.c
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@ -985,18 +985,24 @@ static boolean PIT_CheckThing(mobj_t *thing)
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return true;
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return true;
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}
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}
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topz = thing->z - FixedMul(FRACUNIT, thing->scale);
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topz = thing->z - thing->scale; // FixedMul(FRACUNIT, thing->scale), but thing->scale == FRACUNIT in base scale anyways
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// block only when jumping not high enough,
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// block only when jumping not high enough,
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// (dont climb max. 24units while already in air)
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// (dont climb max. 24units while already in air)
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// if not in air, let P_TryMove() decide if it's not too high
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// since return false doesn't handle momentum properly,
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// we lie to P_TryMove() so it's always too high
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if (tmthing->player && tmthing->z + tmthing->height > topz
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if (tmthing->player && tmthing->z + tmthing->height > topz
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&& tmthing->z + tmthing->height < tmthing->ceilingz)
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&& tmthing->z + tmthing->height < tmthing->ceilingz)
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return false; // block while in air
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{
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tmfloorz = tmceilingz = INT32_MIN; // block while in air
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if (thing->flags & MF_SPRING)
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#ifdef ESLOPE
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tmceilingslope = NULL;
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#endif
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tmfloorthing = thing; // needed for side collision
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}
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else if (thing->flags & MF_SPRING)
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;
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;
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else if (topz < tmceilingz && tmthing->z+tmthing->height <= thing->z+thing->height)
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else if (topz < tmceilingz && tmthing->z <= thing->z+thing->height)
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{
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{
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tmceilingz = topz;
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tmceilingz = topz;
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#ifdef ESLOPE
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#ifdef ESLOPE
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@ -1022,17 +1028,24 @@ static boolean PIT_CheckThing(mobj_t *thing)
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return true;
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return true;
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}
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}
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topz = thing->z + thing->height + FixedMul(FRACUNIT, thing->scale);
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topz = thing->z + thing->height + thing->scale; // FixedMul(FRACUNIT, thing->scale), but thing->scale == FRACUNIT in base scale anyways
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// block only when jumping not high enough,
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// block only when jumping not high enough,
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// (dont climb max. 24units while already in air)
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// (dont climb max. 24units while already in air)
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// if not in air, let P_TryMove() decide if it's not too high
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// since return false doesn't handle momentum properly,
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if (tmthing->player && tmthing->z < topz && tmthing->z > tmthing->floorz)
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// we lie to P_TryMove() so it's always too high
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return false; // block while in air
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if (tmthing->player && tmthing->z < topz
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&& tmthing->z > tmthing->floorz)
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if (thing->flags & MF_SPRING)
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{
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tmfloorz = tmceilingz = INT32_MAX; // block while in air
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#ifdef ESLOPE
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tmfloorslope = NULL;
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#endif
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tmfloorthing = thing; // needed for side collision
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}
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else if (thing->flags & MF_SPRING)
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;
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;
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else if (topz > tmfloorz && tmthing->z >= thing->z)
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else if (topz > tmfloorz && tmthing->z+tmthing->height >= thing->z)
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{
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{
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tmfloorz = topz;
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tmfloorz = topz;
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#ifdef ESLOPE
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#ifdef ESLOPE
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