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https://git.do.srb2.org/KartKrew/Kart-Public.git
synced 2024-12-27 04:41:23 +00:00
Collision with FOF slopes (might be unfinished, idk)
This commit is contained in:
parent
8ba5b66853
commit
d138f7e14f
4 changed files with 323 additions and 67 deletions
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@ -234,6 +234,8 @@ void P_SceneryThinker(mobj_t *mobj);
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fixed_t P_GetFloorZ(mobj_t *mobj, sector_t *sector, fixed_t x, fixed_t y, line_t *line);
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fixed_t P_GetCeilingZ(mobj_t *mobj, sector_t *sector, fixed_t x, fixed_t y, line_t *line);
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fixed_t P_GetFOFTopZ(mobj_t *mobj, sector_t *sector, ffloor_t *fof, fixed_t x, fixed_t y, line_t *line);
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fixed_t P_GetFOFBottomZ(mobj_t *mobj, sector_t *sector, ffloor_t *fof, fixed_t x, fixed_t y, line_t *line);
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boolean P_InsideANonSolidFFloor(mobj_t *mobj, ffloor_t *rover);
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boolean P_CheckDeathPitCollide(mobj_t *mo);
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31
src/p_map.c
31
src/p_map.c
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@ -1244,15 +1244,8 @@ boolean P_CheckPosition(mobj_t *thing, fixed_t x, fixed_t y)
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if (!(rover->flags & FF_EXISTS))
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continue;
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fixed_t topheight = *rover->topheight;
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fixed_t bottomheight = *rover->bottomheight;
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/*#ifdef ESLOPE
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if (rover->t_slope)
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topheight = P_GetZAt(rover->t_slope, thing->x, thing->y);
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if (rover->b_slope)
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bottomheight = P_GetZAt(rover->b_slope, thing->x, thing->y);
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#endif*/
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fixed_t topheight = P_GetFOFTopZ(thing, newsubsec->sector, rover, x, y, NULL);
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fixed_t bottomheight = P_GetFOFBottomZ(thing, newsubsec->sector, rover, x, y, NULL);
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if (rover->flags & FF_GOOWATER && !(thing->flags & MF_NOGRAVITY))
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{
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@ -1276,7 +1269,7 @@ boolean P_CheckPosition(mobj_t *thing, fixed_t x, fixed_t y)
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if (tmfloorz < topheight - sinklevel) {
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tmfloorz = topheight - sinklevel;
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#ifdef ESLOPE
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tmfloorslope = NULL;
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tmfloorslope = *rover->t_slope;
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#endif
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}
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}
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@ -1285,7 +1278,7 @@ boolean P_CheckPosition(mobj_t *thing, fixed_t x, fixed_t y)
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if (tmceilingz > bottomheight + sinklevel) {
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tmceilingz = bottomheight + sinklevel;
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#ifdef ESLOPE
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tmceilingslope = NULL;
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tmceilingslope = *rover->b_slope;
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#endif
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}
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}
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@ -1327,7 +1320,7 @@ boolean P_CheckPosition(mobj_t *thing, fixed_t x, fixed_t y)
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{
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tmfloorz = tmdropoffz = topheight;
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#ifdef ESLOPE
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tmfloorslope = NULL;
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tmfloorslope = *rover->t_slope;
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#endif
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}
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if (bottomheight < tmceilingz && abs(delta1) >= abs(delta2)
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@ -1336,7 +1329,7 @@ boolean P_CheckPosition(mobj_t *thing, fixed_t x, fixed_t y)
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{
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tmceilingz = tmdrpoffceilz = bottomheight;
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#ifdef ESLOPE
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tmceilingslope = NULL;
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tmceilingslope = *rover->b_slope;
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#endif
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}
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}
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@ -4010,12 +4003,12 @@ fixed_t P_FloorzAtPos(fixed_t x, fixed_t y, fixed_t z, fixed_t height)
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fixed_t topheight = *rover->topheight;
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fixed_t bottomheight = *rover->bottomheight;
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/*#ifdef ESLOPE
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if (rover->t_slope)
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topheight = P_GetZAt(rover->t_slope, x, y);
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if (rover->b_slope)
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bottomheight = P_GetZAt(rover->b_slope, x, y);
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#endif*/
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#ifdef ESLOPE
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if (*rover->t_slope)
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topheight = P_GetZAt(*rover->t_slope, x, y);
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if (*rover->b_slope)
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bottomheight = P_GetZAt(*rover->b_slope, x, y);
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#endif
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if (rover->flags & FF_QUICKSAND)
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{
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@ -659,6 +659,10 @@ void P_LineOpening(line_t *linedef)
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fixed_t highestfloor = openbottom;
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fixed_t lowestfloor = lowfloor;
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fixed_t delta1, delta2;
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#ifdef ESLOPE
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pslope_t *ceilingslope = opentopslope;
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pslope_t *floorslope = openbottomslope;
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#endif
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// Check for frontsector's fake floors
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for (rover = front->ffloors; rover; rover = rover->next)
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@ -672,32 +676,32 @@ void P_LineOpening(line_t *linedef)
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|| (rover->flags & FF_BLOCKOTHERS && !tmthing->player)))
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continue;
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fixed_t topheight = *rover->topheight;
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fixed_t bottomheight = *rover->bottomheight;
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/*#ifdef ESLOPE
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if (rover->t_slope)
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topheight = P_GetZAt(rover->t_slope, camera.x, camera.y);
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if (rover->b_slope)
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bottomheight = P_GetZAt(rover->b_slope, camera.x, camera.y);
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#endif*/
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fixed_t topheight = P_GetFOFTopZ(tmthing, front, rover, tmx, tmy, linedef);
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fixed_t bottomheight = P_GetFOFBottomZ(tmthing, front, rover, tmx, tmy, linedef);
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delta1 = abs(tmthing->z - (bottomheight + ((topheight - bottomheight)/2)));
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delta2 = abs(thingtop - (bottomheight + ((topheight - bottomheight)/2)));
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if (delta1 >= delta2 && !(rover->flags & FF_PLATFORM)) // thing is below FOF
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{
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if (bottomheight < lowestceiling)
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if (bottomheight < lowestceiling) {
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lowestceiling = bottomheight;
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#ifdef ESLOPE
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ceilingslope = *rover->b_slope;
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#endif
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}
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else if (bottomheight < highestceiling)
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highestceiling = bottomheight;
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}
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if (delta1 < delta2 && !(rover->flags & FF_REVERSEPLATFORM)) // thing is above FOF
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{
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if (topheight > highestfloor)
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if (topheight > highestfloor) {
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highestfloor = topheight;
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#ifdef ESLOPE
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floorslope = *rover->t_slope;
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#endif
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}
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else if (topheight > lowestfloor)
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lowestfloor = topheight;
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}
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@ -715,32 +719,32 @@ void P_LineOpening(line_t *linedef)
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|| (rover->flags & FF_BLOCKOTHERS && !tmthing->player)))
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continue;
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fixed_t topheight = *rover->topheight;
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fixed_t bottomheight = *rover->bottomheight;
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/*#ifdef ESLOPE
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if (rover->t_slope)
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topheight = P_GetZAt(rover->t_slope, tmthing->x, tmthing->y);
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if (rover->b_slope)
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bottomheight = P_GetZAt(rover->b_slope, tmthing->x, tmthing->y);
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#endif*/
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fixed_t topheight = P_GetFOFTopZ(tmthing, back, rover, tmx, tmy, linedef);
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fixed_t bottomheight = P_GetFOFBottomZ(tmthing, back, rover, tmx, tmy, linedef);
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delta1 = abs(tmthing->z - (bottomheight + ((topheight - bottomheight)/2)));
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delta2 = abs(thingtop - (bottomheight + ((topheight - bottomheight)/2)));
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if (delta1 >= delta2 && !(rover->flags & FF_PLATFORM)) // thing is below FOF
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{
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if (bottomheight < lowestceiling)
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if (bottomheight < lowestceiling) {
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lowestceiling = bottomheight;
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#ifdef ESLOPE
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ceilingslope = *rover->b_slope;
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#endif
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}
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else if (bottomheight < highestceiling)
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highestceiling = bottomheight;
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}
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if (delta1 < delta2 && !(rover->flags & FF_REVERSEPLATFORM)) // thing is above FOF
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{
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if (topheight > highestfloor)
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if (topheight > highestfloor) {
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highestfloor = topheight;
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#ifdef ESLOPE
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floorslope = *rover->t_slope;
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#endif
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}
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else if (topheight > lowestfloor)
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lowestfloor = topheight;
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}
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@ -754,13 +758,21 @@ void P_LineOpening(line_t *linedef)
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delta1 = abs(tmthing->z - (polysec->floorheight + ((polysec->ceilingheight - polysec->floorheight)/2)));
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delta2 = abs(thingtop - (polysec->floorheight + ((polysec->ceilingheight - polysec->floorheight)/2)));
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if (polysec->floorheight < lowestceiling && delta1 >= delta2)
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if (polysec->floorheight < lowestceiling && delta1 >= delta2) {
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lowestceiling = polysec->floorheight;
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#ifdef ESLOPE
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ceilingslope = NULL;
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#endif
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}
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else if (polysec->floorheight < highestceiling && delta1 >= delta2)
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highestceiling = polysec->floorheight;
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if (polysec->ceilingheight > highestfloor && delta1 < delta2)
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if (polysec->ceilingheight > highestfloor && delta1 < delta2) {
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highestfloor = polysec->ceilingheight;
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#ifdef ESLOPE
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floorslope = NULL;
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#endif
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}
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else if (polysec->ceilingheight > lowestfloor && delta1 < delta2)
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lowestfloor = polysec->ceilingheight;
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}
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@ -771,14 +783,14 @@ void P_LineOpening(line_t *linedef)
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if (highestfloor > openbottom) {
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openbottom = highestfloor;
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#ifdef ESLOPE
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openbottomslope = NULL;
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openbottomslope = floorslope;
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#endif
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}
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if (lowestceiling < opentop) {
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opentop = lowestceiling;
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#ifdef ESLOPE
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opentopslope = NULL;
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opentopslope = ceilingslope;
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#endif
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}
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289
src/p_mobj.c
289
src/p_mobj.c
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@ -706,12 +706,12 @@ boolean P_InsideANonSolidFFloor(mobj_t *mobj, ffloor_t *rover)
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fixed_t topheight = *rover->topheight;
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fixed_t bottomheight = *rover->bottomheight;
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/*#ifdef ESLOPE
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if (rover->t_slope)
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topheight = P_GetZAt(rover->t_slope, mobj->x, mobj->y);
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if (rover->b_slope)
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bottomheight = P_GetZAt(rover->b_slope, mobj->x, mobj->y);
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#endif*/
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#ifdef ESLOPE
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if (*rover->t_slope)
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topheight = P_GetZAt(*rover->t_slope, mobj->x, mobj->y);
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if (*rover->b_slope)
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bottomheight = P_GetZAt(*rover->b_slope, mobj->x, mobj->y);
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#endif
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if (mobj->z > topheight)
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return false;
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@ -967,6 +967,251 @@ fixed_t P_GetCeilingZ(mobj_t *mobj, sector_t *sector, fixed_t x, fixed_t y, line
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return sector->ceilingheight;
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}
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// Do the same as above, but for FOFs!
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fixed_t P_GetFOFTopZ(mobj_t *mobj, sector_t *sector, ffloor_t *fof, fixed_t x, fixed_t y, line_t *line) // SRB2CBTODO: This needs to be over all the code
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{
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I_Assert(mobj != NULL);
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I_Assert(sector != NULL);
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I_Assert(fof != NULL);
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#ifdef ESLOPE
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if (*fof->t_slope) {
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fixed_t testx, testy;
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pslope_t *slope = *fof->t_slope;
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// Get the corner of the object that should be the highest on the slope
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if (slope->d.x < 0)
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testx = mobj->radius;
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else
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testx = -mobj->radius;
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if (slope->d.y < 0)
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testy = mobj->radius;
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else
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testy = -mobj->radius;
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if (slope->zdelta > 0) {
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testx = -testx;
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testy = -testy;
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}
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testx += x;
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testy += y;
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// If the highest point is in the sector, then we have it easy! Just get the Z at that point
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if (R_PointInSubsector(testx, testy)->sector == sector)
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return P_GetZAt(slope, testx, testy);
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// If we're just testing for base sector location (no collision line), just go for the center's spot...
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// It'll get fixed when we test for collision anyway, and the final result can't be lower than this
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if (line == NULL)
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return P_GetZAt(slope, x, y);
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// Alright, so we're sitting on a line that contains our slope sector, and need to figure out the highest point we're touching...
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// The solution is simple! Get the line's vertices, and pull each one in along its line until it touches the object's bounding box
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// (assuming it isn't already inside), then test each point's slope Z and return the higher of the two.
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{
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vertex_t v1, v2;
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v1.x = line->v1->x;
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v1.y = line->v1->y;
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v2.x = line->v2->x;
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v2.y = line->v2->y;
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/*CONS_Printf("BEFORE: v1 = %f %f %f\n",
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FIXED_TO_FLOAT(v1.x),
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FIXED_TO_FLOAT(v1.y),
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FIXED_TO_FLOAT(P_GetZAt(slope, v1.x, v1.y))
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);
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CONS_Printf(" v2 = %f %f %f\n",
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FIXED_TO_FLOAT(v2.x),
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FIXED_TO_FLOAT(v2.y),
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FIXED_TO_FLOAT(P_GetZAt(slope, v2.x, v2.y))
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);*/
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if (abs(v1.x-x) > mobj->radius) {
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// v1's x is out of range, so rein it in
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fixed_t diff = abs(v1.x-x) - mobj->radius;
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if (v1.x < x) { // Moving right
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v1.x += diff;
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v1.y += FixedMul(diff, FixedDiv(line->dy, line->dx));
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} else { // Moving left
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v1.x -= diff;
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v1.y -= FixedMul(diff, FixedDiv(line->dy, line->dx));
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}
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}
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if (abs(v1.y-y) > mobj->radius) {
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// v1's y is out of range, so rein it in
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fixed_t diff = abs(v1.y-y) - mobj->radius;
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if (v1.y < y) { // Moving up
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v1.y += diff;
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v1.x += FixedMul(diff, FixedDiv(line->dx, line->dy));
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} else { // Moving down
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v1.y -= diff;
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v1.x -= FixedMul(diff, FixedDiv(line->dx, line->dy));
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}
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}
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if (abs(v2.x-x) > mobj->radius) {
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// v1's x is out of range, so rein it in
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fixed_t diff = abs(v2.x-x) - mobj->radius;
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if (v2.x < x) { // Moving right
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v2.x += diff;
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v2.y += FixedMul(diff, FixedDiv(line->dy, line->dx));
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} else { // Moving left
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v2.x -= diff;
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v2.y -= FixedMul(diff, FixedDiv(line->dy, line->dx));
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}
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}
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if (abs(v2.y-y) > mobj->radius) {
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// v2's y is out of range, so rein it in
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fixed_t diff = abs(v2.y-y) - mobj->radius;
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if (v2.y < y) { // Moving up
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v2.y += diff;
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v2.x += FixedMul(diff, FixedDiv(line->dx, line->dy));
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} else { // Moving down
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v2.y -= diff;
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v2.x -= FixedMul(diff, FixedDiv(line->dx, line->dy));
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}
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}
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/*CONS_Printf("AFTER: v1 = %f %f %f\n",
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FIXED_TO_FLOAT(v1.x),
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FIXED_TO_FLOAT(v1.y),
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FIXED_TO_FLOAT(P_GetZAt(slope, v1.x, v1.y))
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);
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CONS_Printf(" v2 = %f %f %f\n",
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FIXED_TO_FLOAT(v2.x),
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FIXED_TO_FLOAT(v2.y),
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FIXED_TO_FLOAT(P_GetZAt(slope, v2.x, v2.y))
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);*/
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// Return the higher of the two points
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return max(
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P_GetZAt(slope, v1.x, v1.y),
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P_GetZAt(slope, v2.x, v2.y)
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);
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}
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} else // Well, that makes it easy. Just get the top height
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#endif
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return *fof->topheight;
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}
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fixed_t P_GetFOFBottomZ(mobj_t *mobj, sector_t *sector, ffloor_t *fof, fixed_t x, fixed_t y, line_t *line) // SRB2CBTODO: This needs to be over all the code
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{
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I_Assert(mobj != NULL);
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I_Assert(sector != NULL);
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I_Assert(fof != NULL);
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#ifdef ESLOPE
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if (*fof->t_slope) {
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fixed_t testx, testy;
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pslope_t *slope = *fof->t_slope;
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// Get the corner of the object that should be the lowest on the slope
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if (slope->d.x < 0)
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testx = mobj->radius;
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else
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testx = -mobj->radius;
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if (slope->d.y < 0)
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testy = mobj->radius;
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else
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testy = -mobj->radius;
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if (slope->zdelta < 0) {
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testx = -testx;
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testy = -testy;
|
||||
}
|
||||
|
||||
testx += x;
|
||||
testy += y;
|
||||
|
||||
// If the lowest point is in the sector, then we have it easy! Just get the Z at that point
|
||||
if (R_PointInSubsector(testx, testy)->sector == sector)
|
||||
return P_GetZAt(slope, testx, testy);
|
||||
|
||||
// If we're just testing for base sector location (no collision line), just go for the center's spot...
|
||||
// It'll get fixed when we test for collision anyway, and the final result can't be higher than this
|
||||
if (line == NULL)
|
||||
return P_GetZAt(slope, x, y);
|
||||
|
||||
// Alright, so we're sitting on a line that contains our slope sector, and need to figure out the highest point we're touching...
|
||||
// The solution is simple! Get the line's vertices, and pull each one in along its line until it touches the object's bounding box
|
||||
// (assuming it isn't already inside), then test each point's slope Z and return the lower of the two.
|
||||
{
|
||||
vertex_t v1, v2;
|
||||
v1.x = line->v1->x;
|
||||
v1.y = line->v1->y;
|
||||
v2.x = line->v2->x;
|
||||
v2.y = line->v2->y;
|
||||
|
||||
if (abs(v1.x-x) > mobj->radius) {
|
||||
// v1's x is out of range, so rein it in
|
||||
fixed_t diff = abs(v1.x-x) - mobj->radius;
|
||||
|
||||
if (v1.x < x) { // Moving right
|
||||
v1.x += diff;
|
||||
v1.y += FixedMul(diff, FixedDiv(line->dy, line->dx));
|
||||
} else { // Moving left
|
||||
v1.x -= diff;
|
||||
v1.y -= FixedMul(diff, FixedDiv(line->dy, line->dx));
|
||||
}
|
||||
}
|
||||
|
||||
if (abs(v1.y-y) > mobj->radius) {
|
||||
// v1's y is out of range, so rein it in
|
||||
fixed_t diff = abs(v1.y-y) - mobj->radius;
|
||||
|
||||
if (v1.y < y) { // Moving up
|
||||
v1.y += diff;
|
||||
v1.x += FixedMul(diff, FixedDiv(line->dx, line->dy));
|
||||
} else { // Moving down
|
||||
v1.y -= diff;
|
||||
v1.x -= FixedMul(diff, FixedDiv(line->dx, line->dy));
|
||||
}
|
||||
}
|
||||
|
||||
if (abs(v2.x-x) > mobj->radius) {
|
||||
// v1's x is out of range, so rein it in
|
||||
fixed_t diff = abs(v2.x-x) - mobj->radius;
|
||||
|
||||
if (v2.x < x) { // Moving right
|
||||
v2.x += diff;
|
||||
v2.y += FixedMul(diff, FixedDiv(line->dy, line->dx));
|
||||
} else { // Moving left
|
||||
v2.x -= diff;
|
||||
v2.y -= FixedMul(diff, FixedDiv(line->dy, line->dx));
|
||||
}
|
||||
}
|
||||
|
||||
if (abs(v2.y-y) > mobj->radius) {
|
||||
// v2's y is out of range, so rein it in
|
||||
fixed_t diff = abs(v2.y-y) - mobj->radius;
|
||||
|
||||
if (v2.y < y) { // Moving up
|
||||
v2.y += diff;
|
||||
v2.x += FixedMul(diff, FixedDiv(line->dx, line->dy));
|
||||
} else { // Moving down
|
||||
v2.y -= diff;
|
||||
v2.x -= FixedMul(diff, FixedDiv(line->dx, line->dy));
|
||||
}
|
||||
}
|
||||
|
||||
// Return the lower of the two points
|
||||
return min(
|
||||
P_GetZAt(slope, v1.x, v1.y),
|
||||
P_GetZAt(slope, v2.x, v2.y)
|
||||
);
|
||||
}
|
||||
} else // Well, that makes it easy. Just get the bottom height
|
||||
#endif
|
||||
return *fof->bottomheight;
|
||||
}
|
||||
|
||||
static void P_PlayerFlip(mobj_t *mo)
|
||||
{
|
||||
if (!mo->player)
|
||||
|
@ -1710,6 +1955,7 @@ static void P_AdjustMobjFloorZ_FFloors(mobj_t *mo, sector_t *sector, UINT8 motyp
|
|||
{
|
||||
ffloor_t *rover;
|
||||
fixed_t delta1, delta2, thingtop;
|
||||
fixed_t topheight, bottomheight;
|
||||
|
||||
I_Assert(mo != NULL);
|
||||
I_Assert(!P_MobjWasRemoved(mo));
|
||||
|
@ -1721,6 +1967,9 @@ static void P_AdjustMobjFloorZ_FFloors(mobj_t *mo, sector_t *sector, UINT8 motyp
|
|||
if (!(rover->flags & FF_EXISTS))
|
||||
continue;
|
||||
|
||||
topheight = P_GetFOFTopZ(mo, sector, rover, mo->x, mo->y, NULL);
|
||||
bottomheight = P_GetFOFBottomZ(mo, sector, rover, mo->x, mo->y, NULL);
|
||||
|
||||
if (mo->player && (P_CheckSolidLava(mo, rover) || P_CanRunOnWater(mo->player, rover))) // only the player should be affected
|
||||
;
|
||||
else if (motype != 0 && rover->flags & FF_SWIMMABLE) // "scenery" only
|
||||
|
@ -1735,14 +1984,14 @@ static void P_AdjustMobjFloorZ_FFloors(mobj_t *mo, sector_t *sector, UINT8 motyp
|
|||
switch (motype)
|
||||
{
|
||||
case 2: // scenery does things differently for some reason
|
||||
if (mo->z < *rover->topheight && *rover->bottomheight < thingtop)
|
||||
if (mo->z < topheight && bottomheight < thingtop)
|
||||
{
|
||||
mo->floorz = mo->z;
|
||||
continue;
|
||||
}
|
||||
break;
|
||||
default:
|
||||
if (mo->z < *rover->topheight && *rover->bottomheight < thingtop)
|
||||
if (mo->z < topheight && bottomheight < thingtop)
|
||||
{
|
||||
if (mo->floorz < mo->z)
|
||||
mo->floorz = mo->z;
|
||||
|
@ -1751,17 +2000,17 @@ static void P_AdjustMobjFloorZ_FFloors(mobj_t *mo, sector_t *sector, UINT8 motyp
|
|||
}
|
||||
}
|
||||
|
||||
delta1 = mo->z - (*rover->bottomheight + ((*rover->topheight - *rover->bottomheight)/2));
|
||||
delta2 = thingtop - (*rover->bottomheight + ((*rover->topheight - *rover->bottomheight)/2));
|
||||
if (*rover->topheight > mo->floorz && abs(delta1) < abs(delta2)
|
||||
delta1 = mo->z - (bottomheight + ((topheight - bottomheight)/2));
|
||||
delta2 = thingtop - (bottomheight + ((topheight - bottomheight)/2));
|
||||
if (topheight > mo->floorz && abs(delta1) < abs(delta2)
|
||||
&& !(rover->flags & FF_REVERSEPLATFORM))
|
||||
{
|
||||
mo->floorz = *rover->topheight;
|
||||
mo->floorz = topheight;
|
||||
}
|
||||
if (*rover->bottomheight < mo->ceilingz && abs(delta1) >= abs(delta2)
|
||||
if (bottomheight < mo->ceilingz && abs(delta1) >= abs(delta2)
|
||||
&& !(rover->flags & FF_PLATFORM))
|
||||
{
|
||||
mo->ceilingz = *rover->bottomheight;
|
||||
mo->ceilingz = bottomheight;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -2804,13 +3053,13 @@ void P_MobjCheckWater(mobj_t *mobj)
|
|||
fixed_t topheight = *rover->topheight;
|
||||
fixed_t bottomheight = *rover->bottomheight;
|
||||
|
||||
/*#ifdef ESLOPE
|
||||
if (rover->t_slope)
|
||||
topheight = P_GetZAt(rover->t_slope, mobj->x, mobj->y);
|
||||
#ifdef ESLOPE
|
||||
if (*rover->t_slope)
|
||||
topheight = P_GetZAt(*rover->t_slope, mobj->x, mobj->y);
|
||||
|
||||
if (rover->b_slope)
|
||||
bottomheight = P_GetZAt(rover->b_slope, mobj->x, mobj->y);
|
||||
#endif*/
|
||||
if (*rover->b_slope)
|
||||
bottomheight = P_GetZAt(*rover->b_slope, mobj->x, mobj->y);
|
||||
#endif
|
||||
|
||||
if (mobj->eflags & MFE_VERTICALFLIP)
|
||||
{
|
||||
|
|
Loading…
Reference in a new issue