diff --git a/src/p_spec.c b/src/p_spec.c index fbcb8b4f..9e4c3f07 100644 --- a/src/p_spec.c +++ b/src/p_spec.c @@ -2434,10 +2434,10 @@ static void P_ProcessLineSpecial(line_t *line, mobj_t *mo, sector_t *callsec) if (rover->master->frontsector->tag != line->tag) continue; - if (mo->z > *rover->topheight) + if (mo->z > P_GetSpecialTopZ(mo, sectors + rover->secnum, mo->subsector->sector)) continue; - if (mo->z + mo->height < *rover->bottomheight) + if (mo->z + mo->height < P_GetSpecialBottomZ(mo, sectors + rover->secnum, mo->subsector->sector)) continue; foundit = true; @@ -3227,8 +3227,8 @@ boolean P_IsFlagAtBase(mobjtype_t flag) if (GETSECSPECIAL(rover->master->frontsector->special, 4) != specialnum) continue; - if (mo->z <= *rover->topheight - && mo->z >= *rover->bottomheight) + if (mo->z <= P_GetSpecialTopZ(mo, sectors + rover->secnum, mo->subsector->sector) + && mo->z >= P_GetSpecialBottomZ(mo, sectors + rover->secnum, mo->subsector->sector)) return true; } } @@ -3262,12 +3262,17 @@ sector_t *P_PlayerTouchingSectorSpecial(player_t *player, INT32 section, INT32 n // Hmm.. maybe there's a FOF that has it... for (rover = player->mo->subsector->sector->ffloors; rover; rover = rover->next) { + fixed_t topheight, bottomheight; + if (GETSECSPECIAL(rover->master->frontsector->special, section) != number) continue; if (!(rover->flags & FF_EXISTS)) continue; + topheight = P_GetSpecialTopZ(player->mo, sectors + rover->secnum, player->mo->subsector->sector); + bottomheight = P_GetSpecialBottomZ(player->mo, sectors + rover->secnum, player->mo->subsector->sector); + // Check the 3D floor's type... if (rover->flags & FF_BLOCKPLAYER) { @@ -3275,27 +3280,27 @@ sector_t *P_PlayerTouchingSectorSpecial(player_t *player, INT32 section, INT32 n if ((rover->master->frontsector->flags & SF_FLIPSPECIAL_FLOOR) && !(rover->master->frontsector->flags & SF_FLIPSPECIAL_CEILING)) { - if ((player->mo->eflags & MFE_VERTICALFLIP) || player->mo->z != *rover->topheight) + if ((player->mo->eflags & MFE_VERTICALFLIP) || player->mo->z != topheight) continue; } else if ((rover->master->frontsector->flags & SF_FLIPSPECIAL_CEILING) && !(rover->master->frontsector->flags & SF_FLIPSPECIAL_FLOOR)) { if (!(player->mo->eflags & MFE_VERTICALFLIP) - || player->mo->z + player->mo->height != *rover->bottomheight) + || player->mo->z + player->mo->height != bottomheight) continue; } else if (rover->master->frontsector->flags & SF_FLIPSPECIAL_BOTH) { - if (!((player->mo->eflags & MFE_VERTICALFLIP && player->mo->z + player->mo->height == *rover->bottomheight) - || (!(player->mo->eflags & MFE_VERTICALFLIP) && player->mo->z == *rover->topheight))) + if (!((player->mo->eflags & MFE_VERTICALFLIP && player->mo->z + player->mo->height == bottomheight) + || (!(player->mo->eflags & MFE_VERTICALFLIP) && player->mo->z == topheight))) continue; } } else { // Water and DEATH FOG!!! heh - if (player->mo->z > *rover->topheight || (player->mo->z + player->mo->height) < *rover->bottomheight) + if (player->mo->z > topheight || (player->mo->z + player->mo->height) < bottomheight) continue; } @@ -3317,12 +3322,17 @@ sector_t *P_PlayerTouchingSectorSpecial(player_t *player, INT32 section, INT32 n // Hmm.. maybe there's a FOF that has it... for (rover = node->m_sector->ffloors; rover; rover = rover->next) { + fixed_t topheight, bottomheight; + if (GETSECSPECIAL(rover->master->frontsector->special, section) != number) continue; if (!(rover->flags & FF_EXISTS)) continue; + topheight = P_GetSpecialTopZ(player->mo, sectors + rover->secnum, player->mo->subsector->sector); + bottomheight = P_GetSpecialBottomZ(player->mo, sectors + rover->secnum, player->mo->subsector->sector); + // Check the 3D floor's type... if (rover->flags & FF_BLOCKPLAYER) { @@ -3330,27 +3340,27 @@ sector_t *P_PlayerTouchingSectorSpecial(player_t *player, INT32 section, INT32 n if ((rover->master->frontsector->flags & SF_FLIPSPECIAL_FLOOR) && !(rover->master->frontsector->flags & SF_FLIPSPECIAL_CEILING)) { - if ((player->mo->eflags & MFE_VERTICALFLIP) || player->mo->z != *rover->topheight) + if ((player->mo->eflags & MFE_VERTICALFLIP) || player->mo->z != topheight) continue; } else if ((rover->master->frontsector->flags & SF_FLIPSPECIAL_CEILING) && !(rover->master->frontsector->flags & SF_FLIPSPECIAL_FLOOR)) { if (!(player->mo->eflags & MFE_VERTICALFLIP) - || player->mo->z + player->mo->height != *rover->bottomheight) + || player->mo->z + player->mo->height != bottomheight) continue; } else if (rover->master->frontsector->flags & SF_FLIPSPECIAL_BOTH) { - if (!((player->mo->eflags & MFE_VERTICALFLIP && player->mo->z + player->mo->height == *rover->bottomheight) - || (!(player->mo->eflags & MFE_VERTICALFLIP) && player->mo->z == *rover->topheight))) + if (!((player->mo->eflags & MFE_VERTICALFLIP && player->mo->z + player->mo->height == bottomheight) + || (!(player->mo->eflags & MFE_VERTICALFLIP) && player->mo->z == topheight))) continue; } } else { // Water and DEATH FOG!!! heh - if (player->mo->z > *rover->topheight || (player->mo->z + player->mo->height) < *rover->bottomheight) + if (player->mo->z > topheight || (player->mo->z + player->mo->height) < bottomheight) continue; } @@ -4335,12 +4345,17 @@ 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; if (!(rover->flags & FF_EXISTS)) continue; + topheight = P_GetSpecialTopZ(mo, sectors + rover->secnum, sector); + bottomheight = P_GetSpecialBottomZ(mo, sectors + rover->secnum, sector); + // Check the 3D floor's type... if (((rover->flags & FF_BLOCKPLAYER) && mo->player) || ((rover->flags & FF_BLOCKOTHERS) && !mo->player)) @@ -4349,27 +4364,27 @@ sector_t *P_ThingOnSpecial3DFloor(mobj_t *mo) if ((rover->master->frontsector->flags & SF_FLIPSPECIAL_FLOOR) && !(rover->master->frontsector->flags & SF_FLIPSPECIAL_CEILING)) { - if ((mo->eflags & MFE_VERTICALFLIP) || mo->z != *rover->topheight) + if ((mo->eflags & MFE_VERTICALFLIP) || mo->z != topheight) continue; } else if ((rover->master->frontsector->flags & SF_FLIPSPECIAL_CEILING) && !(rover->master->frontsector->flags & SF_FLIPSPECIAL_FLOOR)) { if (!(mo->eflags & MFE_VERTICALFLIP) - || mo->z + mo->height != *rover->bottomheight) + || mo->z + mo->height != bottomheight) continue; } else if (rover->master->frontsector->flags & SF_FLIPSPECIAL_BOTH) { - if (!((mo->eflags & MFE_VERTICALFLIP && mo->z + mo->height == *rover->bottomheight) - || (!(mo->eflags & MFE_VERTICALFLIP) && mo->z == *rover->topheight))) + if (!((mo->eflags & MFE_VERTICALFLIP && mo->z + mo->height == bottomheight) + || (!(mo->eflags & MFE_VERTICALFLIP) && mo->z == topheight))) continue; } } else { // Water and intangible FOFs - if (mo->z > *rover->topheight || (mo->z + mo->height) < *rover->bottomheight) + if (mo->z > topheight || (mo->z + mo->height) < bottomheight) continue; } @@ -4391,12 +4406,17 @@ static void P_PlayerOnSpecial3DFloor(player_t *player, sector_t *sector) for (rover = sector->ffloors; rover; rover = rover->next) { + fixed_t topheight, bottomheight; + if (!rover->master->frontsector->special) continue; if (!(rover->flags & FF_EXISTS)) continue; + topheight = P_GetSpecialTopZ(player->mo, sectors + rover->secnum, sector); + bottomheight = P_GetSpecialBottomZ(player->mo, sectors + rover->secnum, sector); + // Check the 3D floor's type... if (rover->flags & FF_BLOCKPLAYER) { @@ -4404,27 +4424,27 @@ static void P_PlayerOnSpecial3DFloor(player_t *player, sector_t *sector) if ((rover->master->frontsector->flags & SF_FLIPSPECIAL_FLOOR) && !(rover->master->frontsector->flags & SF_FLIPSPECIAL_CEILING)) { - if ((player->mo->eflags & MFE_VERTICALFLIP) || player->mo->z != P_GetSpecialTopZ(player->mo, sectors + rover->secnum, sector)) + if ((player->mo->eflags & MFE_VERTICALFLIP) || player->mo->z != topheight) continue; } else if ((rover->master->frontsector->flags & SF_FLIPSPECIAL_CEILING) && !(rover->master->frontsector->flags & SF_FLIPSPECIAL_FLOOR)) { if (!(player->mo->eflags & MFE_VERTICALFLIP) - || player->mo->z + player->mo->height != P_GetSpecialBottomZ(player->mo, sectors + rover->secnum, sector)) + || player->mo->z + player->mo->height != bottomheight) continue; } else if (rover->master->frontsector->flags & SF_FLIPSPECIAL_BOTH) { - if (!((player->mo->eflags & MFE_VERTICALFLIP && player->mo->z + player->mo->height == P_GetSpecialBottomZ(player->mo, sectors + rover->secnum, sector)) - || (!(player->mo->eflags & MFE_VERTICALFLIP) && player->mo->z == P_GetSpecialTopZ(player->mo, sectors + rover->secnum, sector)))) + if (!((player->mo->eflags & MFE_VERTICALFLIP && player->mo->z + player->mo->height == bottomheight) + || (!(player->mo->eflags & MFE_VERTICALFLIP) && player->mo->z == topheight))) continue; } } else { // Water and DEATH FOG!!! heh - if (player->mo->z > P_GetSpecialTopZ(player->mo, sectors + rover->secnum, sector) || (player->mo->z + player->mo->height) < P_GetSpecialBottomZ(player->mo, sectors + rover->secnum, sector)) + if (player->mo->z > topheight || (player->mo->z + player->mo->height) < bottomheight) continue; } @@ -5276,7 +5296,15 @@ void T_LaserFlash(laserthink_t *flash) sourcesec = ffloor->master->frontsector; // Less to type! +#ifdef ESLOPE + top = (*ffloor->t_slope) ? P_GetZAt(*ffloor->t_slope, sector->soundorg.x, sector->soundorg.y) + : *ffloor->topheight; + bottom = (*ffloor->b_slope) ? P_GetZAt(*ffloor->b_slope, sector->soundorg.x, sector->soundorg.y) + : *ffloor->bottomheight; + sector->soundorg.z = (top + bottom)/2; +#else sector->soundorg.z = (*ffloor->topheight + *ffloor->bottomheight)/2; +#endif S_StartSound(§or->soundorg, sfx_laser); // Seek out objects to DESTROY! MUAHAHHAHAHAA!!!*cough* @@ -6875,6 +6903,11 @@ void T_Disappear(disappear_t *d) if (!(lines[d->sourceline].flags & ML_NOCLIMB)) { +#ifdef ESLOPE + if (*rover->t_slope) + sectors[s].soundorg.z = P_GetZAt(*rover->t_slope, sectors[s].soundorg.x, sectors[s].soundorg.y); + else +#endif sectors[s].soundorg.z = *rover->topheight; S_StartSound(§ors[s].soundorg, sfx_appear); }