mirror of
https://git.do.srb2.org/KartKrew/Kart-Public.git
synced 2024-12-26 04:11:18 +00:00
Merge branch 'next' into netcode-fixes-the-sequel
This commit is contained in:
commit
9c4e2eeeef
15 changed files with 428 additions and 169 deletions
|
@ -47,7 +47,7 @@ before_build:
|
|||
- upx -V
|
||||
- ccache -V
|
||||
- ccache -s
|
||||
- set SRB2_MFLAGS=-C src MINGW=1 WARNINGMODE=1 GCC63=1 CCACHE=1
|
||||
- set SRB2_MFLAGS=-C src MINGW=1 WARNINGMODE=1 GCC63=1 CCACHE=1 NOOBJDUMP=1
|
||||
|
||||
build_script:
|
||||
- cmd: mingw32-make.exe %SRB2_MFLAGS% %CONFIGURATION%=1 clean
|
||||
|
|
|
@ -2525,12 +2525,18 @@ static void Command_Nodes(void)
|
|||
|
||||
static void Command_Ban(void)
|
||||
{
|
||||
if (COM_Argc() == 1)
|
||||
if (COM_Argc() < 2)
|
||||
{
|
||||
CONS_Printf(M_GetText("Ban <playername/playernum> <reason>: ban and kick a player\n"));
|
||||
return;
|
||||
}
|
||||
|
||||
if (!netgame) // Don't kick Tails in splitscreen!
|
||||
{
|
||||
CONS_Printf(M_GetText("This only works in a netgame.\n"));
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||||
return;
|
||||
}
|
||||
|
||||
if (server || adminplayer == consoleplayer)
|
||||
{
|
||||
XBOXSTATIC UINT8 buf[3 + MAX_REASONLENGTH];
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||||
|
@ -2540,8 +2546,9 @@ static void Command_Ban(void)
|
|||
|
||||
if (pn == -1 || pn == 0)
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||||
return;
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||||
else
|
||||
WRITEUINT8(p, pn);
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||||
|
||||
WRITEUINT8(p, pn);
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||||
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||||
if (server && I_Ban && !I_Ban(node)) // only the server is allowed to do this right now
|
||||
{
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||||
CONS_Alert(CONS_WARNING, M_GetText("Too many bans! Geez, that's a lot of people you're excluding...\n"));
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||||
|
@ -2584,21 +2591,27 @@ static void Command_Ban(void)
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|||
|
||||
static void Command_Kick(void)
|
||||
{
|
||||
XBOXSTATIC UINT8 buf[3 + MAX_REASONLENGTH];
|
||||
UINT8 *p = buf;
|
||||
|
||||
if (COM_Argc() == 1)
|
||||
if (COM_Argc() < 2)
|
||||
{
|
||||
CONS_Printf(M_GetText("kick <playername/playernum> <reason>: kick a player\n"));
|
||||
return;
|
||||
}
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||||
|
||||
if (!netgame) // Don't kick Tails in splitscreen!
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||||
{
|
||||
CONS_Printf(M_GetText("This only works in a netgame.\n"));
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||||
return;
|
||||
}
|
||||
|
||||
if (server || adminplayer == consoleplayer)
|
||||
{
|
||||
XBOXSTATIC UINT8 buf[3 + MAX_REASONLENGTH];
|
||||
UINT8 *p = buf;
|
||||
const SINT8 pn = nametonum(COM_Argv(1));
|
||||
WRITESINT8(p, pn);
|
||||
|
||||
if (pn == -1 || pn == 0)
|
||||
return;
|
||||
|
||||
// Special case if we are trying to kick a player who is downloading the game state:
|
||||
// trigger a timeout instead of kicking them, because a kick would only
|
||||
// take effect after they have finished downloading
|
||||
|
@ -2607,6 +2620,9 @@ static void Command_Kick(void)
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|||
Net_ConnectionTimeout(playernode[pn]);
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||||
return;
|
||||
}
|
||||
|
||||
WRITESINT8(p, pn);
|
||||
|
||||
if (COM_Argc() == 2)
|
||||
{
|
||||
WRITEUINT8(p, KICK_MSG_GO_AWAY);
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||||
|
@ -3971,7 +3987,7 @@ FILESTAMP
|
|||
if (client)
|
||||
{
|
||||
INT32 i;
|
||||
for (i = 0; i < MAXNETNODES; i++)
|
||||
for (i = 0; i < MAXPLAYERS; i++)
|
||||
if (playeringame[i])
|
||||
playerpingtable[i] = (tic_t)netbuffer->u.pingtable[i];
|
||||
}
|
||||
|
@ -4534,8 +4550,8 @@ static inline void PingUpdate(void)
|
|||
}
|
||||
|
||||
//send out our ping packets
|
||||
for (i = 0; i < MAXPLAYERS; i++)
|
||||
if (playeringame[i])
|
||||
for (i = 0; i < MAXNETNODES; i++)
|
||||
if (nodeingame[i])
|
||||
HSendPacket(i, true, 0, sizeof(INT32) * MAXPLAYERS);
|
||||
|
||||
pingmeasurecount = 1; //Reset count
|
||||
|
@ -4565,20 +4581,15 @@ void NetUpdate(void)
|
|||
|
||||
gametime = nowtime;
|
||||
|
||||
if (!(gametime % 255) && netgame && server)
|
||||
{
|
||||
#ifdef NEWPING
|
||||
PingUpdate();
|
||||
#endif
|
||||
}
|
||||
|
||||
#ifdef NEWPING
|
||||
if (server)
|
||||
{
|
||||
if (netgame && !(gametime % 255))
|
||||
PingUpdate();
|
||||
// update node latency values so we can take an average later.
|
||||
for (i = 0; i < MAXNETNODES; i++)
|
||||
for (i = 0; i < MAXPLAYERS; i++)
|
||||
if (playeringame[i])
|
||||
realpingtable[i] += G_TicsToMilliseconds(GetLag(i));
|
||||
realpingtable[i] += G_TicsToMilliseconds(GetLag(playernode[i]));
|
||||
pingmeasurecount++;
|
||||
}
|
||||
#endif
|
||||
|
|
|
@ -498,4 +498,8 @@ extern const char *compdate, *comptime, *comprevision, *compbranch;
|
|||
/// \note You should leave this enabled unless you're working with a future SRB2 version.
|
||||
#define MUSICSLOT_COMPATIBILITY
|
||||
|
||||
/// Handle touching sector specials in P_PlayerAfterThink instead of P_PlayerThink.
|
||||
/// \note Required for proper collision with moving sloped surfaces that have sector specials on them.
|
||||
//#define SECTORSPECIALSAFTERTHINK
|
||||
|
||||
#endif // __DOOMDEF__
|
||||
|
|
|
@ -2288,6 +2288,9 @@ void G_SpawnPlayer(INT32 playernum, boolean starpost)
|
|||
if (starpost) //Don't even bother with looking for a place to spawn.
|
||||
{
|
||||
P_MovePlayerToStarpost(playernum);
|
||||
#ifdef HAVE_BLUA
|
||||
LUAh_PlayerSpawn(&players[playernum]); // Lua hook for player spawning :)
|
||||
#endif
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -3872,7 +3875,7 @@ void G_GhostAddColor(ghostcolor_t color)
|
|||
ghostext.color = (UINT8)color;
|
||||
}
|
||||
|
||||
void G_GhostAddScale(UINT16 scale)
|
||||
void G_GhostAddScale(fixed_t scale)
|
||||
{
|
||||
if (!demorecording || !(demoflags & DF_GHOST))
|
||||
return;
|
||||
|
|
|
@ -139,7 +139,7 @@ void G_GhostAddSpin(void);
|
|||
void G_GhostAddRev(void);
|
||||
void G_GhostAddColor(ghostcolor_t color);
|
||||
void G_GhostAddFlip(void);
|
||||
void G_GhostAddScale(UINT16 scale);
|
||||
void G_GhostAddScale(fixed_t scale);
|
||||
void G_GhostAddHit(mobj_t *victim);
|
||||
void G_WriteGhostTic(mobj_t *ghost);
|
||||
void G_ConsGhostTic(void);
|
||||
|
|
|
@ -1084,9 +1084,9 @@ static void HWR_SplitWall(sector_t *sector, wallVert3D *wallVerts, INT32 texnum,
|
|||
float endheight = 0.0f, endbheight = 0.0f;
|
||||
|
||||
fixed_t v1x = FLOAT_TO_FIXED(wallVerts[0].x);
|
||||
fixed_t v1y = FLOAT_TO_FIXED(wallVerts[0].y);
|
||||
fixed_t v1y = FLOAT_TO_FIXED(wallVerts[0].z); // not a typo
|
||||
fixed_t v2x = FLOAT_TO_FIXED(wallVerts[1].x);
|
||||
fixed_t v2y = FLOAT_TO_FIXED(wallVerts[1].y);
|
||||
fixed_t v2y = FLOAT_TO_FIXED(wallVerts[1].z); // not a typo
|
||||
// compiler complains when P_GetZAt is used in FLOAT_TO_FIXED directly
|
||||
// use this as a temp var to store P_GetZAt's return value each time
|
||||
fixed_t temp;
|
||||
|
@ -3722,6 +3722,9 @@ static void HWR_Subsector(size_t num)
|
|||
|
||||
while (count--)
|
||||
{
|
||||
#ifdef POLYOBJECTS
|
||||
if (!line->polyseg) // ignore segs that belong to polyobjects
|
||||
#endif
|
||||
HWR_AddLine(line);
|
||||
line++;
|
||||
}
|
||||
|
|
|
@ -391,12 +391,21 @@ static int lib_cvRegisterVar(lua_State *L)
|
|||
// stack: cvar table, cvar userdata
|
||||
lua_getfield(L, LUA_REGISTRYINDEX, "CV_Vars");
|
||||
I_Assert(lua_istable(L, 3));
|
||||
|
||||
lua_getfield(L, 3, cvar->name);
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||||
if (lua_type(L, -1) != LUA_TNIL)
|
||||
return luaL_error(L, M_GetText("Variable %s is already defined\n"), cvar->name);
|
||||
lua_pop(L, 1);
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||||
|
||||
lua_pushvalue(L, 2);
|
||||
lua_setfield(L, 3, cvar->name);
|
||||
lua_pop(L, 1);
|
||||
|
||||
// actually time to register it to the console now! Finally!
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||||
cvar->flags |= CV_MODIFIED;
|
||||
CV_RegisterVar(cvar);
|
||||
if (cvar->flags & CV_MODIFIED)
|
||||
return luaL_error(L, "failed to register cvar (probable conflict with internal variable/command names)");
|
||||
|
||||
// return cvar userdata
|
||||
return 1;
|
||||
|
|
|
@ -566,14 +566,14 @@ static UINT8 ArchiveValue(int TABLESINDEX, int myindex)
|
|||
{
|
||||
mobjinfo_t *info = *((mobjinfo_t **)lua_touserdata(gL, myindex));
|
||||
WRITEUINT8(save_p, ARCH_MOBJINFO);
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||||
WRITEUINT8(save_p, info - mobjinfo);
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||||
WRITEUINT16(save_p, info - mobjinfo);
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||||
break;
|
||||
}
|
||||
case ARCH_STATE:
|
||||
{
|
||||
state_t *state = *((state_t **)lua_touserdata(gL, myindex));
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||||
WRITEUINT8(save_p, ARCH_STATE);
|
||||
WRITEUINT8(save_p, state - states);
|
||||
WRITEUINT16(save_p, state - states);
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||||
break;
|
||||
}
|
||||
case ARCH_MOBJ:
|
||||
|
|
|
@ -2021,6 +2021,33 @@ foundenemy:
|
|||
P_RemoveThinker(&nobaddies->thinker);
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||||
}
|
||||
|
||||
//
|
||||
// P_IsObjectOnRealGround
|
||||
//
|
||||
// Helper function for T_EachTimeThinker
|
||||
// Like P_IsObjectOnGroundIn, except ONLY THE REAL GROUND IS CONSIDERED, NOT FOFS
|
||||
// I'll consider whether to make this a more globally accessible function or whatever in future
|
||||
// -- Monster Iestyn
|
||||
//
|
||||
static boolean P_IsObjectOnRealGround(mobj_t *mo, sector_t *sec)
|
||||
{
|
||||
// Is the object in reverse gravity?
|
||||
if (mo->eflags & MFE_VERTICALFLIP)
|
||||
{
|
||||
// Detect if the player is on the ceiling.
|
||||
if (mo->z+mo->height >= P_GetSpecialTopZ(mo, sec, sec))
|
||||
return true;
|
||||
}
|
||||
// Nope!
|
||||
else
|
||||
{
|
||||
// Detect if the player is on the floor.
|
||||
if (mo->z <= P_GetSpecialBottomZ(mo, sec, sec))
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
//
|
||||
// P_HavePlayersEnteredArea
|
||||
//
|
||||
|
@ -2073,6 +2100,7 @@ void T_EachTimeThinker(levelspecthink_t *eachtime)
|
|||
boolean inAndOut = false;
|
||||
boolean floortouch = false;
|
||||
fixed_t bottomheight, topheight;
|
||||
msecnode_t *node;
|
||||
|
||||
for (i = 0; i < MAXPLAYERS; i++)
|
||||
{
|
||||
|
@ -2134,7 +2162,23 @@ void T_EachTimeThinker(levelspecthink_t *eachtime)
|
|||
if ((netgame || multiplayer) && players[j].spectator)
|
||||
continue;
|
||||
|
||||
if (players[j].mo->subsector->sector != targetsec)
|
||||
if (players[j].mo->subsector->sector == targetsec)
|
||||
;
|
||||
else if (sec->flags & SF_TRIGGERSPECIAL_TOUCH)
|
||||
{
|
||||
boolean insector = false;
|
||||
for (node = players[j].mo->touching_sectorlist; node; node = node->m_sectorlist_next)
|
||||
{
|
||||
if (node->m_sector == targetsec)
|
||||
{
|
||||
insector = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (!insector)
|
||||
continue;
|
||||
}
|
||||
else
|
||||
continue;
|
||||
|
||||
topheight = P_GetSpecialTopZ(players[j].mo, sec, targetsec);
|
||||
|
@ -2184,10 +2228,30 @@ void T_EachTimeThinker(levelspecthink_t *eachtime)
|
|||
if ((netgame || multiplayer) && players[i].spectator)
|
||||
continue;
|
||||
|
||||
if (players[i].mo->subsector->sector != sec)
|
||||
if (players[i].mo->subsector->sector == sec)
|
||||
;
|
||||
else if (sec->flags & SF_TRIGGERSPECIAL_TOUCH)
|
||||
{
|
||||
boolean insector = false;
|
||||
for (node = players[i].mo->touching_sectorlist; node; node = node->m_sectorlist_next)
|
||||
{
|
||||
if (node->m_sector == sec)
|
||||
{
|
||||
insector = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (!insector)
|
||||
continue;
|
||||
}
|
||||
else
|
||||
continue;
|
||||
|
||||
if (floortouch == true && P_IsObjectOnGroundIn(players[i].mo, sec))
|
||||
if (!(players[i].mo->subsector->sector == sec
|
||||
|| P_PlayerTouchingSectorSpecial(&players[i], 2, (GETSECSPECIAL(sec->special, 2))) == sec))
|
||||
continue;
|
||||
|
||||
if (floortouch == true && P_IsObjectOnRealGround(players[i].mo, sec))
|
||||
{
|
||||
if (i & 1)
|
||||
eachtime->var2s[i/2] |= 1;
|
||||
|
|
14
src/p_map.c
14
src/p_map.c
|
@ -956,6 +956,8 @@ static boolean PIT_CheckThing(mobj_t *thing)
|
|||
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
|
||||
}
|
||||
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,
|
||||
// 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)
|
||||
|
@ -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
|
||||
|
||||
if (thing->flags & MF_SPRING)
|
||||
;
|
||||
// block only when jumping not high enough,
|
||||
// (dont climb max. 24units while already in air)
|
||||
// since return false doesn't handle momentum properly,
|
||||
// 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)
|
||||
{
|
||||
tmfloorz = tmceilingz = topz; // block while in air
|
||||
|
@ -1000,8 +1004,6 @@ static boolean PIT_CheckThing(mobj_t *thing)
|
|||
#endif
|
||||
tmfloorthing = thing; // needed for side collision
|
||||
}
|
||||
else if (thing->flags & MF_SPRING)
|
||||
;
|
||||
else if (topz < tmceilingz && tmthing->z <= thing->z+thing->height)
|
||||
{
|
||||
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
|
||||
|
||||
if (thing->flags & MF_SPRING)
|
||||
;
|
||||
// block only when jumping not high enough,
|
||||
// (dont climb max. 24units while already in air)
|
||||
// since return false doesn't handle momentum properly,
|
||||
// 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)
|
||||
{
|
||||
tmfloorz = tmceilingz = topz; // block while in air
|
||||
|
@ -1043,8 +1047,6 @@ static boolean PIT_CheckThing(mobj_t *thing)
|
|||
#endif
|
||||
tmfloorthing = thing; // needed for side collision
|
||||
}
|
||||
else if (thing->flags & MF_SPRING)
|
||||
;
|
||||
else if (topz > tmfloorz && tmthing->z+tmthing->height >= thing->z)
|
||||
{
|
||||
tmfloorz = topz;
|
||||
|
|
26
src/p_mobj.c
26
src/p_mobj.c
|
@ -2138,10 +2138,18 @@ boolean P_CheckSolidLava(mobj_t *mo, ffloor_t *rover)
|
|||
I_Assert(mo != NULL);
|
||||
I_Assert(!P_MobjWasRemoved(mo));
|
||||
|
||||
if (rover->flags & FF_SWIMMABLE && GETSECSPECIAL(rover->master->frontsector->special, 1) == 3
|
||||
&& !(rover->master->flags & ML_BLOCKMONSTERS)
|
||||
&& ((rover->master->flags & ML_EFFECT3) || mo->z-mo->momz > *rover->topheight - FixedMul(16*FRACUNIT, mo->scale)))
|
||||
return true;
|
||||
{
|
||||
fixed_t topheight =
|
||||
#ifdef ESLOPE
|
||||
*rover->t_slope ? P_GetZAt(*rover->t_slope, mo->x, mo->y) :
|
||||
#endif
|
||||
*rover->topheight;
|
||||
|
||||
if (rover->flags & FF_SWIMMABLE && GETSECSPECIAL(rover->master->frontsector->special, 1) == 3
|
||||
&& !(rover->master->flags & ML_BLOCKMONSTERS)
|
||||
&& ((rover->master->flags & ML_EFFECT3) || mo->z-mo->momz > topheight - FixedMul(16*FRACUNIT, mo->scale)))
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
@ -3076,11 +3084,17 @@ static boolean P_SceneryZMovement(mobj_t *mo)
|
|||
//
|
||||
boolean P_CanRunOnWater(player_t *player, ffloor_t *rover)
|
||||
{
|
||||
fixed_t topheight =
|
||||
#ifdef ESLOPE
|
||||
*rover->t_slope ? P_GetZAt(*rover->t_slope, player->mo->x, player->mo->y) :
|
||||
#endif
|
||||
*rover->topheight;
|
||||
|
||||
if (!(player->pflags & PF_NIGHTSMODE) && !player->homing
|
||||
&& (((player->charability == CA_SWIM) || player->powers[pw_super] || player->charflags & SF_RUNONWATER) && player->mo->ceilingz-*rover->topheight >= player->mo->height)
|
||||
&& (((player->charability == CA_SWIM) || player->powers[pw_super] || player->charflags & SF_RUNONWATER) && player->mo->ceilingz-topheight >= player->mo->height)
|
||||
&& (rover->flags & FF_SWIMMABLE) && !(player->pflags & PF_SPINNING) && player->speed > FixedMul(player->runspeed, player->mo->scale)
|
||||
&& !(player->pflags & PF_SLIDING)
|
||||
&& abs(player->mo->z - *rover->topheight) < FixedMul(30*FRACUNIT, player->mo->scale))
|
||||
&& abs(player->mo->z - topheight) < FixedMul(30*FRACUNIT, player->mo->scale))
|
||||
return true;
|
||||
|
||||
return false;
|
||||
|
|
219
src/p_spec.c
219
src/p_spec.c
|
@ -1742,7 +1742,7 @@ boolean P_RunTriggerLinedef(line_t *triggerline, mobj_t *actor, sector_t *caller
|
|||
case 305: // continuous
|
||||
case 306: // each time
|
||||
case 307: // once
|
||||
if (!(actor && actor->player && actor->player->charability != dist/10))
|
||||
if (!(actor && actor->player && actor->player->charability == dist/10))
|
||||
return false;
|
||||
break;
|
||||
case 309: // continuous
|
||||
|
@ -2437,73 +2437,81 @@ static void P_ProcessLineSpecial(line_t *line, mobj_t *mo, sector_t *callsec)
|
|||
|
||||
case 414: // Play SFX
|
||||
{
|
||||
fixed_t sfxnum;
|
||||
INT32 sfxnum;
|
||||
|
||||
sfxnum = sides[line->sidenum[0]].toptexture; //P_AproxDistance(line->dx, line->dy)>>FRACBITS;
|
||||
|
||||
if (line->tag != 0 && line->flags & ML_EFFECT5)
|
||||
if (sfxnum == sfx_None)
|
||||
return; // Do nothing!
|
||||
if (sfxnum < sfx_None || sfxnum >= NUMSFX)
|
||||
{
|
||||
sector_t *sec;
|
||||
|
||||
while ((secnum = P_FindSectorFromLineTag(line, secnum)) >= 0)
|
||||
CONS_Debug(DBG_GAMELOGIC, "Line type 414 Executor: sfx number %d is invalid!\n", sfxnum);
|
||||
return;
|
||||
}
|
||||
if (line->tag != 0) // Do special stuff only if a non-zero linedef tag is set
|
||||
{
|
||||
if (line->flags & ML_EFFECT5) // Repeat Midtexture
|
||||
{
|
||||
sec = §ors[secnum];
|
||||
S_StartSound(&sec->soundorg, sfxnum);
|
||||
// Additionally play the sound from tagged sectors' soundorgs
|
||||
sector_t *sec;
|
||||
|
||||
while ((secnum = P_FindSectorFromLineTag(line, secnum)) >= 0)
|
||||
{
|
||||
sec = §ors[secnum];
|
||||
S_StartSound(&sec->soundorg, sfxnum);
|
||||
}
|
||||
}
|
||||
else if (mo) // A mobj must have triggered the executor
|
||||
{
|
||||
// Only trigger if mobj is touching the tag
|
||||
ffloor_t *rover;
|
||||
boolean foundit = false;
|
||||
|
||||
for(rover = mo->subsector->sector->ffloors; rover; rover = rover->next)
|
||||
{
|
||||
if (rover->master->frontsector->tag != line->tag)
|
||||
continue;
|
||||
|
||||
if (mo->z > P_GetSpecialTopZ(mo, sectors + rover->secnum, mo->subsector->sector))
|
||||
continue;
|
||||
|
||||
if (mo->z + mo->height < P_GetSpecialBottomZ(mo, sectors + rover->secnum, mo->subsector->sector))
|
||||
continue;
|
||||
|
||||
foundit = true;
|
||||
}
|
||||
|
||||
if (mo->subsector->sector->tag == line->tag)
|
||||
foundit = true;
|
||||
|
||||
if (!foundit)
|
||||
return;
|
||||
}
|
||||
}
|
||||
else if (line->tag != 0 && mo)
|
||||
|
||||
if (line->flags & ML_NOCLIMB)
|
||||
{
|
||||
// Only trigger if mobj is touching the tag
|
||||
ffloor_t *rover;
|
||||
boolean foundit = false;
|
||||
|
||||
for(rover = mo->subsector->sector->ffloors; rover; rover = rover->next)
|
||||
{
|
||||
if (rover->master->frontsector->tag != line->tag)
|
||||
continue;
|
||||
|
||||
if (mo->z > P_GetSpecialTopZ(mo, sectors + rover->secnum, mo->subsector->sector))
|
||||
continue;
|
||||
|
||||
if (mo->z + mo->height < P_GetSpecialBottomZ(mo, sectors + rover->secnum, mo->subsector->sector))
|
||||
continue;
|
||||
|
||||
foundit = true;
|
||||
}
|
||||
|
||||
if (mo->subsector->sector->tag == line->tag)
|
||||
foundit = true;
|
||||
|
||||
if (!foundit)
|
||||
return;
|
||||
}
|
||||
|
||||
if (sfxnum < NUMSFX && sfxnum > sfx_None)
|
||||
{
|
||||
if (line->flags & ML_NOCLIMB)
|
||||
{
|
||||
// play the sound from nowhere, but only if display player triggered it
|
||||
if (mo && mo->player && (mo->player == &players[displayplayer] || mo->player == &players[secondarydisplayplayer]))
|
||||
S_StartSound(NULL, sfxnum);
|
||||
}
|
||||
else if (line->flags & ML_EFFECT4)
|
||||
{
|
||||
// play the sound from nowhere
|
||||
// play the sound from nowhere, but only if display player triggered it
|
||||
if (mo && mo->player && (mo->player == &players[displayplayer] || mo->player == &players[secondarydisplayplayer]))
|
||||
S_StartSound(NULL, sfxnum);
|
||||
}
|
||||
else if (line->flags & ML_BLOCKMONSTERS)
|
||||
{
|
||||
// play the sound from calling sector's soundorg
|
||||
if (callsec)
|
||||
S_StartSound(&callsec->soundorg, sfxnum);
|
||||
else if (mo)
|
||||
S_StartSound(&mo->subsector->sector->soundorg, sfxnum);
|
||||
}
|
||||
}
|
||||
else if (line->flags & ML_EFFECT4)
|
||||
{
|
||||
// play the sound from nowhere
|
||||
S_StartSound(NULL, sfxnum);
|
||||
}
|
||||
else if (line->flags & ML_BLOCKMONSTERS)
|
||||
{
|
||||
// play the sound from calling sector's soundorg
|
||||
if (callsec)
|
||||
S_StartSound(&callsec->soundorg, sfxnum);
|
||||
else if (mo)
|
||||
{
|
||||
// play the sound from mobj that triggered it
|
||||
S_StartSound(mo, sfxnum);
|
||||
}
|
||||
S_StartSound(&mo->subsector->sector->soundorg, sfxnum);
|
||||
}
|
||||
else if (mo)
|
||||
{
|
||||
// play the sound from mobj that triggered it
|
||||
S_StartSound(mo, sfxnum);
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
@ -3476,7 +3484,7 @@ static boolean P_ThingIsOnThe3DFloor(mobj_t *mo, sector_t *sector, sector_t *tar
|
|||
//
|
||||
// Is player standing on the sector's "ground"?
|
||||
//
|
||||
static inline boolean P_MobjReadyToTrigger(mobj_t *mo, sector_t *sec)
|
||||
static boolean P_MobjReadyToTrigger(mobj_t *mo, sector_t *sec)
|
||||
{
|
||||
if (mo->eflags & MFE_VERTICALFLIP)
|
||||
return (mo->z+mo->height == P_GetSpecialTopZ(mo, sec, sec) && sec->flags & SF_FLIPSPECIAL_CEILING);
|
||||
|
@ -3611,14 +3619,49 @@ void P_ProcessSpecialSector(player_t *player, sector_t *sector, sector_t *rovers
|
|||
{
|
||||
if (roversector)
|
||||
{
|
||||
if (players[i].mo->subsector->sector != roversector)
|
||||
if (players[i].mo->subsector->sector == roversector)
|
||||
;
|
||||
else if (sector->flags & SF_TRIGGERSPECIAL_TOUCH)
|
||||
{
|
||||
boolean insector = false;
|
||||
msecnode_t *node;
|
||||
for (node = players[i].mo->touching_sectorlist; node; node = node->m_sectorlist_next)
|
||||
{
|
||||
if (node->m_sector == roversector)
|
||||
{
|
||||
insector = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (!insector)
|
||||
goto DoneSection2;
|
||||
}
|
||||
else
|
||||
goto DoneSection2;
|
||||
|
||||
if (!P_ThingIsOnThe3DFloor(players[i].mo, sector, roversector))
|
||||
goto DoneSection2;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (players[i].mo->subsector->sector != sector)
|
||||
if (players[i].mo->subsector->sector == sector)
|
||||
;
|
||||
else if (sector->flags & SF_TRIGGERSPECIAL_TOUCH)
|
||||
{
|
||||
boolean insector = false;
|
||||
msecnode_t *node;
|
||||
for (node = players[i].mo->touching_sectorlist; node; node = node->m_sectorlist_next)
|
||||
{
|
||||
if (node->m_sector == sector)
|
||||
{
|
||||
insector = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (!insector)
|
||||
goto DoneSection2;
|
||||
}
|
||||
else
|
||||
goto DoneSection2;
|
||||
|
||||
if (special == 3 && !P_MobjReadyToTrigger(players[i].mo, sector))
|
||||
|
@ -4369,6 +4412,7 @@ sector_t *P_ThingOnSpecial3DFloor(mobj_t *mo)
|
|||
{
|
||||
sector_t *sector;
|
||||
ffloor_t *rover;
|
||||
fixed_t topheight, bottomheight;
|
||||
|
||||
sector = mo->subsector->sector;
|
||||
if (!sector->ffloors)
|
||||
|
@ -4376,8 +4420,6 @@ sector_t *P_ThingOnSpecial3DFloor(mobj_t *mo)
|
|||
|
||||
for (rover = sector->ffloors; rover; rover = rover->next)
|
||||
{
|
||||
fixed_t topheight, bottomheight;
|
||||
|
||||
if (!rover->master->frontsector->special)
|
||||
continue;
|
||||
|
||||
|
@ -4425,6 +4467,8 @@ sector_t *P_ThingOnSpecial3DFloor(mobj_t *mo)
|
|||
return NULL;
|
||||
}
|
||||
|
||||
#define TELEPORTED (player->mo->subsector->sector != originalsector)
|
||||
|
||||
/** Checks if a player is standing on or is inside a 3D floor (e.g. water) and
|
||||
* applies any specials.
|
||||
*
|
||||
|
@ -4433,12 +4477,12 @@ sector_t *P_ThingOnSpecial3DFloor(mobj_t *mo)
|
|||
*/
|
||||
static void P_PlayerOnSpecial3DFloor(player_t *player, sector_t *sector)
|
||||
{
|
||||
sector_t *originalsector = player->mo->subsector->sector;
|
||||
ffloor_t *rover;
|
||||
fixed_t topheight, bottomheight;
|
||||
|
||||
for (rover = sector->ffloors; rover; rover = rover->next)
|
||||
{
|
||||
fixed_t topheight, bottomheight;
|
||||
|
||||
if (!rover->master->frontsector->special)
|
||||
continue;
|
||||
|
||||
|
@ -4482,7 +4526,10 @@ static void P_PlayerOnSpecial3DFloor(player_t *player, sector_t *sector)
|
|||
// This FOF has the special we're looking for, but are we allowed to touch it?
|
||||
if (sector == player->mo->subsector->sector
|
||||
|| (rover->master->frontsector->flags & SF_TRIGGERSPECIAL_TOUCH))
|
||||
{
|
||||
P_ProcessSpecialSector(player, rover->master->frontsector, sector);
|
||||
if TELEPORTED return;
|
||||
}
|
||||
}
|
||||
|
||||
// Allow sector specials to be applied to polyobjects!
|
||||
|
@ -4493,7 +4540,7 @@ static void P_PlayerOnSpecial3DFloor(player_t *player, sector_t *sector)
|
|||
boolean touching = false;
|
||||
boolean inside = false;
|
||||
|
||||
while(po)
|
||||
while (po)
|
||||
{
|
||||
if (po->flags & POF_NOSPECIALS)
|
||||
{
|
||||
|
@ -4569,6 +4616,7 @@ static void P_PlayerOnSpecial3DFloor(player_t *player, sector_t *sector)
|
|||
}
|
||||
|
||||
P_ProcessSpecialSector(player, polysec, sector);
|
||||
if TELEPORTED return;
|
||||
|
||||
po = (polyobj_t *)(po->link.next);
|
||||
}
|
||||
|
@ -4673,40 +4721,43 @@ static void P_RunSpecialSectorCheck(player_t *player, sector_t *sector)
|
|||
*/
|
||||
void P_PlayerInSpecialSector(player_t *player)
|
||||
{
|
||||
sector_t *sector;
|
||||
sector_t *originalsector;
|
||||
sector_t *loopsector;
|
||||
msecnode_t *node;
|
||||
|
||||
if (!player->mo)
|
||||
return;
|
||||
|
||||
// Do your ->subsector->sector first
|
||||
sector = player->mo->subsector->sector;
|
||||
P_PlayerOnSpecial3DFloor(player, sector);
|
||||
// After P_PlayerOnSpecial3DFloor, recheck if the player is in that sector,
|
||||
// because the player can be teleported in between these times.
|
||||
if (sector == player->mo->subsector->sector)
|
||||
P_RunSpecialSectorCheck(player, sector);
|
||||
originalsector = player->mo->subsector->sector;
|
||||
|
||||
// Iterate through touching_sectorlist
|
||||
P_PlayerOnSpecial3DFloor(player, originalsector); // Handle FOFs first.
|
||||
if TELEPORTED return;
|
||||
|
||||
P_RunSpecialSectorCheck(player, originalsector);
|
||||
if TELEPORTED return;
|
||||
|
||||
// Iterate through touching_sectorlist for SF_TRIGGERSPECIAL_TOUCH
|
||||
for (node = player->mo->touching_sectorlist; node; node = node->m_sectorlist_next)
|
||||
{
|
||||
sector = node->m_sector;
|
||||
loopsector = node->m_sector;
|
||||
|
||||
if (sector == player->mo->subsector->sector) // Don't duplicate
|
||||
if (loopsector == originalsector) // Don't duplicate
|
||||
continue;
|
||||
|
||||
// Check 3D floors...
|
||||
P_PlayerOnSpecial3DFloor(player, sector);
|
||||
P_PlayerOnSpecial3DFloor(player, loopsector);
|
||||
if TELEPORTED return;
|
||||
|
||||
if (!(sector->flags & SF_TRIGGERSPECIAL_TOUCH))
|
||||
return;
|
||||
// After P_PlayerOnSpecial3DFloor, recheck if the player is in that sector,
|
||||
// because the player can be teleported in between these times.
|
||||
if (sector == player->mo->subsector->sector)
|
||||
P_RunSpecialSectorCheck(player, sector);
|
||||
if (!(loopsector->flags & SF_TRIGGERSPECIAL_TOUCH))
|
||||
continue;
|
||||
|
||||
P_RunSpecialSectorCheck(player, loopsector);
|
||||
if TELEPORTED return;
|
||||
}
|
||||
}
|
||||
|
||||
#undef TELEPORTED
|
||||
|
||||
/** Animate planes, scroll walls, etc. and keeps track of level timelimit and exits if time is up.
|
||||
*
|
||||
* \sa P_CheckTimeLimit, P_CheckPointLimit
|
||||
|
|
138
src/p_user.c
138
src/p_user.c
|
@ -1221,11 +1221,12 @@ boolean P_IsObjectOnGroundIn(mobj_t *mo, sector_t *sec)
|
|||
if (!(rover->flags & FF_EXISTS))
|
||||
continue;
|
||||
|
||||
// If the FOF is configured to let players through, continue.
|
||||
if (!(rover->flags & FF_BLOCKPLAYER) && (rover->flags & FF_BLOCKOTHERS))
|
||||
// If the FOF is configured to let the object through, continue.
|
||||
if (!((rover->flags & FF_BLOCKPLAYER && mo->player)
|
||||
|| (rover->flags & FF_BLOCKOTHERS && !mo->player)))
|
||||
continue;
|
||||
|
||||
// If the the platform is intangile from below, continue.
|
||||
// If the the platform is intangible from below, continue.
|
||||
if (rover->flags & FF_PLATFORM)
|
||||
continue;
|
||||
|
||||
|
@ -1254,11 +1255,12 @@ boolean P_IsObjectOnGroundIn(mobj_t *mo, sector_t *sec)
|
|||
if (!(rover->flags & FF_EXISTS))
|
||||
continue;
|
||||
|
||||
// If the FOF is configured to let players through, continue.
|
||||
if (!(rover->flags & FF_BLOCKPLAYER) && (rover->flags & FF_BLOCKOTHERS))
|
||||
// If the FOF is configured to let the object through, continue.
|
||||
if (!((rover->flags & FF_BLOCKPLAYER && mo->player)
|
||||
|| (rover->flags & FF_BLOCKOTHERS && !mo->player)))
|
||||
continue;
|
||||
|
||||
// If the the platform is intangile from above, continue.
|
||||
// If the the platform is intangible from above, continue.
|
||||
if (rover->flags & FF_REVERSEPLATFORM)
|
||||
continue;
|
||||
|
||||
|
@ -1607,9 +1609,8 @@ void P_DoPlayerExit(player_t *player)
|
|||
#define SPACESPECIAL 12
|
||||
boolean P_InSpaceSector(mobj_t *mo) // Returns true if you are in space
|
||||
{
|
||||
sector_t *sector;
|
||||
|
||||
sector = mo->subsector->sector;
|
||||
sector_t *sector = mo->subsector->sector;
|
||||
fixed_t topheight, bottomheight;
|
||||
|
||||
if (GETSECSPECIAL(sector->special, 1) == SPACESPECIAL)
|
||||
return true;
|
||||
|
@ -1622,11 +1623,18 @@ boolean P_InSpaceSector(mobj_t *mo) // Returns true if you are in space
|
|||
{
|
||||
if (GETSECSPECIAL(rover->master->frontsector->special, 1) != SPACESPECIAL)
|
||||
continue;
|
||||
#ifdef ESLOPE
|
||||
topheight = *rover->t_slope ? P_GetZAt(*rover->t_slope, mo->x, mo->y) : *rover->topheight;
|
||||
bottomheight = *rover->b_slope ? P_GetZAt(*rover->b_slope, mo->x, mo->y) : *rover->bottomheight;
|
||||
#else
|
||||
topheight = *rover->topheight;
|
||||
bottomheight = *rover->bottomheight;
|
||||
#endif
|
||||
|
||||
if (mo->z > *rover->topheight)
|
||||
if (mo->z + (mo->height/2) > topheight)
|
||||
continue;
|
||||
|
||||
if (mo->z + (mo->height/2) < *rover->bottomheight)
|
||||
if (mo->z + (mo->height/2) < bottomheight)
|
||||
continue;
|
||||
|
||||
return true;
|
||||
|
@ -1638,9 +1646,10 @@ boolean P_InSpaceSector(mobj_t *mo) // Returns true if you are in space
|
|||
|
||||
boolean P_InQuicksand(mobj_t *mo) // Returns true if you are in quicksand
|
||||
{
|
||||
sector_t *sector;
|
||||
sector_t *sector = mo->subsector->sector;
|
||||
fixed_t topheight, bottomheight;
|
||||
|
||||
sector = mo->subsector->sector;
|
||||
fixed_t flipoffset = ((mo->eflags & MFE_VERTICALFLIP) ? (mo->height/2) : 0);
|
||||
|
||||
if (sector->ffloors)
|
||||
{
|
||||
|
@ -1654,10 +1663,18 @@ boolean P_InQuicksand(mobj_t *mo) // Returns true if you are in quicksand
|
|||
if (!(rover->flags & FF_QUICKSAND))
|
||||
continue;
|
||||
|
||||
if (mo->z > *rover->topheight)
|
||||
#ifdef ESLOPE
|
||||
topheight = *rover->t_slope ? P_GetZAt(*rover->t_slope, mo->x, mo->y) : *rover->topheight;
|
||||
bottomheight = *rover->b_slope ? P_GetZAt(*rover->b_slope, mo->x, mo->y) : *rover->bottomheight;
|
||||
#else
|
||||
topheight = *rover->topheight;
|
||||
bottomheight = *rover->bottomheight;
|
||||
#endif
|
||||
|
||||
if (mo->z + flipoffset > topheight)
|
||||
continue;
|
||||
|
||||
if (mo->z + (mo->height/2) < *rover->bottomheight)
|
||||
if (mo->z + (mo->height/2) + flipoffset < bottomheight)
|
||||
continue;
|
||||
|
||||
return true;
|
||||
|
@ -1940,6 +1957,7 @@ static void P_CheckQuicksand(player_t *player)
|
|||
{
|
||||
ffloor_t *rover;
|
||||
fixed_t sinkspeed, friction;
|
||||
fixed_t topheight, bottomheight;
|
||||
|
||||
if (!(player->mo->subsector->sector->ffloors && player->mo->momz <= 0))
|
||||
return;
|
||||
|
@ -1951,16 +1969,38 @@ static void P_CheckQuicksand(player_t *player)
|
|||
if (!(rover->flags & FF_QUICKSAND))
|
||||
continue;
|
||||
|
||||
if (*rover->topheight >= player->mo->z && *rover->bottomheight < player->mo->z + player->mo->height)
|
||||
#ifdef ESLOPE
|
||||
topheight = *rover->t_slope ? P_GetZAt(*rover->t_slope, player->mo->x, player->mo->y) : *rover->topheight;
|
||||
bottomheight = *rover->b_slope ? P_GetZAt(*rover->b_slope, player->mo->x, player->mo->y) : *rover->bottomheight;
|
||||
#else
|
||||
topheight = *rover->topheight;
|
||||
bottomheight = *rover->bottomheight;
|
||||
#endif
|
||||
|
||||
if (topheight >= player->mo->z && bottomheight < player->mo->z + player->mo->height)
|
||||
{
|
||||
sinkspeed = abs(rover->master->v1->x - rover->master->v2->x)>>1;
|
||||
|
||||
sinkspeed = FixedDiv(sinkspeed,TICRATE*FRACUNIT);
|
||||
|
||||
player->mo->z -= sinkspeed;
|
||||
if (player->mo->eflags & MFE_VERTICALFLIP)
|
||||
{
|
||||
fixed_t ceilingheight = P_GetCeilingZ(player->mo, player->mo->subsector->sector, player->mo->x, player->mo->y, NULL);
|
||||
|
||||
if (player->mo->z <= player->mo->subsector->sector->floorheight)
|
||||
player->mo->z = player->mo->subsector->sector->floorheight;
|
||||
player->mo->z += sinkspeed;
|
||||
|
||||
if (player->mo->z + player->mo->height >= ceilingheight)
|
||||
player->mo->z = ceilingheight - player->mo->height;
|
||||
}
|
||||
else
|
||||
{
|
||||
fixed_t floorheight = P_GetFloorZ(player->mo, player->mo->subsector->sector, player->mo->x, player->mo->y, NULL);
|
||||
|
||||
player->mo->z -= sinkspeed;
|
||||
|
||||
if (player->mo->z <= floorheight)
|
||||
player->mo->z = floorheight;
|
||||
}
|
||||
|
||||
friction = abs(rover->master->v1->y - rover->master->v2->y)>>6;
|
||||
|
||||
|
@ -2321,11 +2361,11 @@ static void P_DoClimbing(player_t *player)
|
|||
floorclimb = true;
|
||||
|
||||
#ifdef ESLOPE
|
||||
bottomheight = *rover->b_slope ? P_GetZAt(*rover->b_slope, player->mo->x, player->mo->y) : *rover->bottomheight;
|
||||
topheight = *rover->t_slope ? P_GetZAt(*rover->t_slope, player->mo->x, player->mo->y) : *rover->topheight;
|
||||
bottomheight = *rover->b_slope ? P_GetZAt(*rover->b_slope, player->mo->x, player->mo->y) : *rover->bottomheight;
|
||||
#else
|
||||
bottomheight = *rover->bottomheight;
|
||||
topheight = *rover->topheight;
|
||||
bottomheight = *rover->bottomheight;
|
||||
#endif
|
||||
|
||||
// Only supports rovers that are moving like an 'elevator', not just the top or bottom.
|
||||
|
@ -2514,13 +2554,20 @@ static void P_DoClimbing(player_t *player)
|
|||
// Is there a FOF directly below that we can move onto?
|
||||
if (glidesector->sector->ffloors)
|
||||
{
|
||||
fixed_t topheight;
|
||||
ffloor_t *rover;
|
||||
for (rover = glidesector->sector->ffloors; rover; rover = rover->next)
|
||||
{
|
||||
if (!(rover->flags & FF_EXISTS) || !(rover->flags & FF_BLOCKPLAYER) || (rover->flags & FF_BUSTUP))
|
||||
continue;
|
||||
|
||||
if (*rover->topheight > ceilingheight - FixedMul(16*FRACUNIT, player->mo->scale))
|
||||
#ifdef ESLOPE
|
||||
topheight = *rover->t_slope ? P_GetZAt(*rover->t_slope, player->mo->x, player->mo->y) : *rover->topheight;
|
||||
#else
|
||||
topheight = *rover->topheight;
|
||||
#endif
|
||||
|
||||
if (topheight > ceilingheight - FixedMul(16*FRACUNIT, player->mo->scale))
|
||||
{
|
||||
foundfof = true;
|
||||
break;
|
||||
|
@ -2898,14 +2945,12 @@ static void P_DoTeeter(player_t *player)
|
|||
{
|
||||
if (!(rover->flags & FF_EXISTS)) continue;
|
||||
|
||||
#ifdef ESLOPE
|
||||
topheight = *rover->t_slope ? P_GetZAt(*rover->t_slope, player->mo->x, player->mo->y) : *rover->topheight;
|
||||
bottomheight = *rover->b_slope ? P_GetZAt(*rover->b_slope, player->mo->x, player->mo->y) : *rover->bottomheight;
|
||||
#else
|
||||
topheight = *rover->topheight;
|
||||
bottomheight = *rover->bottomheight;
|
||||
|
||||
#ifdef ESLOPE
|
||||
if (*rover->t_slope)
|
||||
topheight = P_GetZAt(*rover->t_slope, player->mo->x, player->mo->y);
|
||||
if (*rover->b_slope)
|
||||
bottomheight = P_GetZAt(*rover->b_slope, player->mo->x, player->mo->y);
|
||||
#endif
|
||||
|
||||
if (P_CheckSolidLava(player->mo, rover))
|
||||
|
@ -8511,13 +8556,23 @@ static void P_CalcPostImg(player_t *player)
|
|||
else if (sector->ffloors)
|
||||
{
|
||||
ffloor_t *rover;
|
||||
fixed_t topheight;
|
||||
fixed_t bottomheight;
|
||||
|
||||
for (rover = sector->ffloors; rover; rover = rover->next)
|
||||
{
|
||||
if (!(rover->flags & FF_EXISTS))
|
||||
continue;
|
||||
|
||||
if (pviewheight >= *rover->topheight || pviewheight <= *rover->bottomheight)
|
||||
#ifdef ESLOPE
|
||||
topheight = *rover->t_slope ? P_GetZAt(*rover->t_slope, player->mo->x, player->mo->y) : *rover->topheight;
|
||||
bottomheight = *rover->b_slope ? P_GetZAt(*rover->b_slope, player->mo->x, player->mo->y) : *rover->bottomheight;
|
||||
#else
|
||||
topheight = *rover->topheight;
|
||||
bottomheight = *rover->bottomheight;
|
||||
#endif
|
||||
|
||||
if (pviewheight >= topheight || pviewheight <= bottomheight)
|
||||
continue;
|
||||
|
||||
if (P_FindSpecialLineFromTag(13, rover->master->frontsector->tag, -1) != -1)
|
||||
|
@ -8529,13 +8584,23 @@ static void P_CalcPostImg(player_t *player)
|
|||
if (sector->ffloors)
|
||||
{
|
||||
ffloor_t *rover;
|
||||
fixed_t topheight;
|
||||
fixed_t bottomheight;
|
||||
|
||||
for (rover = sector->ffloors; rover; rover = rover->next)
|
||||
{
|
||||
if (!(rover->flags & FF_EXISTS) || !(rover->flags & FF_SWIMMABLE) || rover->flags & FF_BLOCKPLAYER)
|
||||
continue;
|
||||
|
||||
if (pviewheight >= *rover->topheight || pviewheight <= *rover->bottomheight)
|
||||
#ifdef ESLOPE
|
||||
topheight = *rover->t_slope ? P_GetZAt(*rover->t_slope, player->mo->x, player->mo->y) : *rover->topheight;
|
||||
bottomheight = *rover->b_slope ? P_GetZAt(*rover->b_slope, player->mo->x, player->mo->y) : *rover->bottomheight;
|
||||
#else
|
||||
topheight = *rover->topheight;
|
||||
bottomheight = *rover->bottomheight;
|
||||
#endif
|
||||
|
||||
if (pviewheight >= topheight || pviewheight <= bottomheight)
|
||||
continue;
|
||||
|
||||
*type = postimg_water;
|
||||
|
@ -8759,6 +8824,7 @@ void P_PlayerThink(player_t *player)
|
|||
// check water content, set stuff in mobj
|
||||
P_MobjCheckWater(player->mo);
|
||||
|
||||
#ifndef SECTORSPECIALSAFTERTHINK
|
||||
#ifdef POLYOBJECTS
|
||||
if (player->onconveyor != 1 || !P_IsObjectOnGround(player->mo))
|
||||
#endif
|
||||
|
@ -8767,6 +8833,7 @@ void P_PlayerThink(player_t *player)
|
|||
|
||||
if (!player->spectator)
|
||||
P_PlayerInSpecialSector(player);
|
||||
#endif
|
||||
|
||||
if (player->playerstate == PST_DEAD)
|
||||
{
|
||||
|
@ -9128,6 +9195,17 @@ void P_PlayerAfterThink(player_t *player)
|
|||
|
||||
cmd = &player->cmd;
|
||||
|
||||
#ifdef SECTORSPECIALSAFTERTHINK
|
||||
#ifdef POLYOBJECTS
|
||||
if (player->onconveyor != 1 || !P_IsObjectOnGround(player->mo))
|
||||
#endif
|
||||
player->onconveyor = 0;
|
||||
// check special sectors : damage & secrets
|
||||
|
||||
if (!player->spectator)
|
||||
P_PlayerInSpecialSector(player);
|
||||
#endif
|
||||
|
||||
if (splitscreen && player == &players[secondarydisplayplayer])
|
||||
thiscam = &camera2;
|
||||
else if (player == &players[displayplayer])
|
||||
|
|
|
@ -1222,6 +1222,9 @@ static void R_Subsector(size_t num)
|
|||
while (count--)
|
||||
{
|
||||
// CONS_Debug(DBG_GAMELOGIC, "Adding normal line %d...(%d)\n", line->linedef-lines, leveltime);
|
||||
#ifdef POLYOBJECTS
|
||||
if (!line->polyseg) // ignore segs that belong to polyobjects
|
||||
#endif
|
||||
R_AddLine(line);
|
||||
line++;
|
||||
curline = NULL; /* cph 2001/11/18 - must clear curline now we're done with it, so stuff doesn't try using it for other things */
|
||||
|
|
|
@ -159,6 +159,20 @@ static void Y_CalculateMatchWinners(void);
|
|||
static void Y_FollowIntermission(void);
|
||||
static void Y_UnloadData(void);
|
||||
|
||||
// Stuff copy+pasted from st_stuff.c
|
||||
static INT32 SCX(INT32 x)
|
||||
{
|
||||
return FixedInt(FixedMul(x<<FRACBITS, vid.fdupx));
|
||||
}
|
||||
static INT32 SCY(INT32 z)
|
||||
{
|
||||
return FixedInt(FixedMul(z<<FRACBITS, vid.fdupy));
|
||||
}
|
||||
|
||||
#define ST_DrawNumFromHud(h,n) V_DrawTallNum(SCX(hudinfo[h].x), SCY(hudinfo[h].y), V_NOSCALESTART, n)
|
||||
#define ST_DrawPadNumFromHud(h,n,q) V_DrawPaddedTallNum(SCX(hudinfo[h].x), SCY(hudinfo[h].y), V_NOSCALESTART, n, q)
|
||||
#define ST_DrawPatchFromHud(h,p) V_DrawScaledPatch(SCX(hudinfo[h].x), SCY(hudinfo[h].y), V_NOSCALESTART, p)
|
||||
|
||||
//
|
||||
// Y_IntermissionDrawer
|
||||
//
|
||||
|
@ -204,28 +218,31 @@ void Y_IntermissionDrawer(void)
|
|||
INT32 bonusy;
|
||||
|
||||
// draw score
|
||||
V_DrawScaledPatch(hudinfo[HUD_SCORE].x, hudinfo[HUD_SCORE].y, V_SNAPTOLEFT, sboscore);
|
||||
V_DrawTallNum(hudinfo[HUD_SCORENUM].x, hudinfo[HUD_SCORENUM].y, V_SNAPTOLEFT, data.coop.score);
|
||||
ST_DrawPatchFromHud(HUD_SCORE, sboscore);
|
||||
ST_DrawNumFromHud(HUD_SCORENUM, data.coop.score);
|
||||
|
||||
// draw time
|
||||
V_DrawScaledPatch(hudinfo[HUD_TIME].x, hudinfo[HUD_TIME].y, V_SNAPTOLEFT, sbotime);
|
||||
ST_DrawPatchFromHud(HUD_TIME, sbotime);
|
||||
if (cv_timetic.value == 1)
|
||||
V_DrawTallNum(hudinfo[HUD_SECONDS].x, hudinfo[HUD_SECONDS].y, V_SNAPTOLEFT, data.coop.tics);
|
||||
ST_DrawNumFromHud(HUD_SECONDS, data.coop.tics);
|
||||
else
|
||||
{
|
||||
INT32 seconds, minutes, tictrn;
|
||||
|
||||
seconds = G_TicsToSeconds(data.coop.tics);
|
||||
minutes = G_TicsToMinutes(data.coop.tics, true);
|
||||
tictrn = G_TicsToCentiseconds(data.coop.tics);
|
||||
|
||||
ST_DrawNumFromHud(HUD_MINUTES, minutes); // Minutes
|
||||
ST_DrawPatchFromHud(HUD_TIMECOLON, sbocolon); // Colon
|
||||
ST_DrawPadNumFromHud(HUD_SECONDS, seconds, 2); // Seconds
|
||||
|
||||
// we should show centiseconds on the intermission screen too, if the conditions are right.
|
||||
if (modeattacking || cv_timetic.value == 2)
|
||||
{
|
||||
V_DrawPaddedTallNum(hudinfo[HUD_TICS].x, hudinfo[HUD_TICS].y, V_SNAPTOLEFT,
|
||||
G_TicsToCentiseconds(data.coop.tics), 2);
|
||||
V_DrawScaledPatch(hudinfo[HUD_TIMETICCOLON].x, hudinfo[HUD_TIMETICCOLON].y, V_SNAPTOLEFT, sboperiod);
|
||||
ST_DrawPatchFromHud(HUD_TIMETICCOLON, sboperiod); // Period
|
||||
ST_DrawPadNumFromHud(HUD_TICS, tictrn, 2); // Tics
|
||||
}
|
||||
|
||||
V_DrawPaddedTallNum(hudinfo[HUD_SECONDS].x, hudinfo[HUD_SECONDS].y, V_SNAPTOLEFT,
|
||||
G_TicsToSeconds(data.coop.tics), 2);
|
||||
V_DrawScaledPatch(hudinfo[HUD_TIMECOLON].x, hudinfo[HUD_TIMECOLON].y, V_SNAPTOLEFT, sbocolon);
|
||||
V_DrawTallNum(hudinfo[HUD_MINUTES].x, hudinfo[HUD_MINUTES].y, V_SNAPTOLEFT,
|
||||
G_TicsToMinutes(data.coop.tics, false));
|
||||
}
|
||||
|
||||
// draw the "got through act" lines and act number
|
||||
|
|
Loading…
Reference in a new issue