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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.
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parent
1111282908
commit
9797ae31a6
1 changed files with 8 additions and 6 deletions
14
src/p_map.c
14
src/p_map.c
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@ -956,6 +956,8 @@ static boolean PIT_CheckThing(mobj_t *thing)
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if (iwassprung) // this spring caused you to gain MFE_SPRUNG just now...
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return false; // "cancel" P_TryMove via blocking so you keep your current position
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}
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else if (tmthing->flags & MF_SPRING && (thing->player || thing->flags & MF_PUSHABLE))
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; // Fix a few nasty spring-jumping bugs that happen sometimes.
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// Monitors are not treated as solid to players who are jumping, spinning or gliding,
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// unless it's a CTF team monitor and you're on the wrong team
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else if (thing->flags & MF_MONITOR && tmthing->player && tmthing->player->pflags & (PF_JUMPED|PF_SPINNING|PF_GLIDING)
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@ -987,11 +989,13 @@ static boolean PIT_CheckThing(mobj_t *thing)
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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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if (thing->flags & MF_SPRING)
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;
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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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// 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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else if (tmthing->player && tmthing->z + tmthing->height > topz
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&& tmthing->z + tmthing->height < tmthing->ceilingz)
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{
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tmfloorz = tmceilingz = topz; // block while in air
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@ -1000,8 +1004,6 @@ static boolean PIT_CheckThing(mobj_t *thing)
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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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else if (topz < tmceilingz && tmthing->z <= thing->z+thing->height)
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{
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tmceilingz = topz;
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@ -1030,11 +1032,13 @@ static boolean PIT_CheckThing(mobj_t *thing)
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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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if (thing->flags & MF_SPRING)
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;
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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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// 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 < topz
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else if (tmthing->player && tmthing->z < topz
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&& tmthing->z > tmthing->floorz)
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{
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tmfloorz = tmceilingz = topz; // block while in air
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@ -1043,8 +1047,6 @@ static boolean PIT_CheckThing(mobj_t *thing)
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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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else if (topz > tmfloorz && tmthing->z+tmthing->height >= thing->z)
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{
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tmfloorz = topz;
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