Fix the springs jumping!

The issue was that because both them and the player had MF_SOLID, the tmfloorz of the spring was getting set to above the player (or vicea versa with tmceilingz), forcing it upwards with them under certain circumstances.

Now, springs only acknowledge the solidity (for purpose of tmfloorz/tmceilingz) of objects they CAN'T launch.
This commit is contained in:
toasterbabe 2017-07-02 16:48:58 +01:00
parent 1111282908
commit 9797ae31a6

View file

@ -956,6 +956,8 @@ static boolean PIT_CheckThing(mobj_t *thing)
if (iwassprung) // this spring caused you to gain MFE_SPRUNG just now... if (iwassprung) // this spring caused you to gain MFE_SPRUNG just now...
return false; // "cancel" P_TryMove via blocking so you keep your current position return false; // "cancel" P_TryMove via blocking so you keep your current position
} }
else if (tmthing->flags & MF_SPRING && (thing->player || thing->flags & MF_PUSHABLE))
; // Fix a few nasty spring-jumping bugs that happen sometimes.
// Monitors are not treated as solid to players who are jumping, spinning or gliding, // Monitors are not treated as solid to players who are jumping, spinning or gliding,
// unless it's a CTF team monitor and you're on the wrong team // unless it's a CTF team monitor and you're on the wrong team
else if (thing->flags & MF_MONITOR && tmthing->player && tmthing->player->pflags & (PF_JUMPED|PF_SPINNING|PF_GLIDING) else if (thing->flags & MF_MONITOR && tmthing->player && tmthing->player->pflags & (PF_JUMPED|PF_SPINNING|PF_GLIDING)
@ -987,11 +989,13 @@ static boolean PIT_CheckThing(mobj_t *thing)
topz = thing->z - thing->scale; // FixedMul(FRACUNIT, thing->scale), but thing->scale == FRACUNIT in base scale anyways topz = thing->z - thing->scale; // FixedMul(FRACUNIT, thing->scale), but thing->scale == FRACUNIT in base scale anyways
if (thing->flags & MF_SPRING)
;
// block only when jumping not high enough, // block only when jumping not high enough,
// (dont climb max. 24units while already in air) // (dont climb max. 24units while already in air)
// since return false doesn't handle momentum properly, // since return false doesn't handle momentum properly,
// we lie to P_TryMove() so it's always too high // we lie to P_TryMove() so it's always too high
if (tmthing->player && tmthing->z + tmthing->height > topz else if (tmthing->player && tmthing->z + tmthing->height > topz
&& tmthing->z + tmthing->height < tmthing->ceilingz) && tmthing->z + tmthing->height < tmthing->ceilingz)
{ {
tmfloorz = tmceilingz = topz; // block while in air tmfloorz = tmceilingz = topz; // block while in air
@ -1000,8 +1004,6 @@ static boolean PIT_CheckThing(mobj_t *thing)
#endif #endif
tmfloorthing = thing; // needed for side collision tmfloorthing = thing; // needed for side collision
} }
else if (thing->flags & MF_SPRING)
;
else if (topz < tmceilingz && tmthing->z <= thing->z+thing->height) else if (topz < tmceilingz && tmthing->z <= thing->z+thing->height)
{ {
tmceilingz = topz; tmceilingz = topz;
@ -1030,11 +1032,13 @@ static boolean PIT_CheckThing(mobj_t *thing)
topz = thing->z + thing->height + thing->scale; // FixedMul(FRACUNIT, thing->scale), but thing->scale == FRACUNIT in base scale anyways topz = thing->z + thing->height + thing->scale; // FixedMul(FRACUNIT, thing->scale), but thing->scale == FRACUNIT in base scale anyways
if (thing->flags & MF_SPRING)
;
// block only when jumping not high enough, // block only when jumping not high enough,
// (dont climb max. 24units while already in air) // (dont climb max. 24units while already in air)
// since return false doesn't handle momentum properly, // since return false doesn't handle momentum properly,
// we lie to P_TryMove() so it's always too high // we lie to P_TryMove() so it's always too high
if (tmthing->player && tmthing->z < topz else if (tmthing->player && tmthing->z < topz
&& tmthing->z > tmthing->floorz) && tmthing->z > tmthing->floorz)
{ {
tmfloorz = tmceilingz = topz; // block while in air tmfloorz = tmceilingz = topz; // block while in air
@ -1043,8 +1047,6 @@ static boolean PIT_CheckThing(mobj_t *thing)
#endif #endif
tmfloorthing = thing; // needed for side collision tmfloorthing = thing; // needed for side collision
} }
else if (thing->flags & MF_SPRING)
;
else if (topz > tmfloorz && tmthing->z+tmthing->height >= thing->z) else if (topz > tmfloorz && tmthing->z+tmthing->height >= thing->z)
{ {
tmfloorz = topz; tmfloorz = topz;