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Merge branch '2.2backport-ceilslope-light' into 'next'
2.2 Backports - add ceil slope double step-up/down and fix sprite/models all black in sector with light level of 256 See merge request KartKrew/Kart-Public!274
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commit
f46568868a
3 changed files with 36 additions and 52 deletions
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@ -3193,7 +3193,7 @@ static void HWR_SplitSprite(gr_vissprite_t *spr)
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if (h <= temp)
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{
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if (!(spr->mobj->frame & FF_FULLBRIGHT))
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lightlevel = *list[i-1].lightlevel;
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lightlevel = *list[i-1].lightlevel > 255 ? 255 : *list[i-1].lightlevel;
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colormap = list[i-1].extra_colormap;
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break;
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}
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@ -3201,7 +3201,7 @@ static void HWR_SplitSprite(gr_vissprite_t *spr)
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#else
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i = R_GetPlaneLight(sector, temp, false);
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if (!(spr->mobj->frame & FF_FULLBRIGHT))
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lightlevel = *list[i].lightlevel;
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lightlevel = *list[i].lightlevel > 255 ? 255 : *list[i].lightlevel;
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colormap = list[i].extra_colormap;
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#endif
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@ -3217,7 +3217,7 @@ static void HWR_SplitSprite(gr_vissprite_t *spr)
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if (!(list[i].flags & FF_NOSHADE) && (list[i].flags & FF_CUTSPRITES))
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{
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if (!(spr->mobj->frame & FF_FULLBRIGHT))
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lightlevel = *list[i].lightlevel;
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lightlevel = *list[i].lightlevel > 255 ? 255 : *list[i].lightlevel;
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colormap = list[i].extra_colormap;
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}
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@ -3497,7 +3497,7 @@ static void HWR_DrawSprite(gr_vissprite_t *spr)
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extracolormap_t *colormap = sector->extra_colormap;
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if (!(spr->mobj->frame & FF_FULLBRIGHT))
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lightlevel = sector->lightlevel;
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lightlevel = sector->lightlevel > 255 ? 255 : sector->lightlevel;
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HWR_Lighting(&Surf, lightlevel, colormap);
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}
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@ -3591,7 +3591,7 @@ static inline void HWR_DrawPrecipitationSprite(gr_vissprite_t *spr)
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light = R_GetPlaneLight(sector, spr->mobj->z + spr->mobj->height, false); // Always use the light at the top instead of whatever I was doing before
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if (!(spr->mobj->frame & FF_FULLBRIGHT))
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lightlevel = *sector->lightlist[light].lightlevel;
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lightlevel = *sector->lightlist[light].lightlevel > 255 ? 255 : *sector->lightlist[light].lightlevel;
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if (sector->lightlist[light].extra_colormap)
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colormap = sector->lightlist[light].extra_colormap;
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@ -3599,7 +3599,7 @@ static inline void HWR_DrawPrecipitationSprite(gr_vissprite_t *spr)
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else
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{
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if (!(spr->mobj->frame & FF_FULLBRIGHT))
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lightlevel = sector->lightlevel;
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lightlevel = sector->lightlevel > 255 ? 255 : sector->lightlevel;
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if (sector->extra_colormap)
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colormap = sector->extra_colormap;
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@ -1098,7 +1098,7 @@ void HWR_DrawMD2(gr_vissprite_t *spr)
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light = R_GetPlaneLight(sector, spr->mobj->z + spr->mobj->height, false); // Always use the light at the top instead of whatever I was doing before
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if (!(spr->mobj->frame & FF_FULLBRIGHT))
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lightlevel = *sector->lightlist[light].lightlevel;
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lightlevel = *sector->lightlist[light].lightlevel > 255 ? 255 : *sector->lightlist[light].lightlevel;
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if (sector->lightlist[light].extra_colormap)
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colormap = sector->lightlist[light].extra_colormap;
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@ -1106,7 +1106,7 @@ void HWR_DrawMD2(gr_vissprite_t *spr)
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else
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{
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if (!(spr->mobj->frame & FF_FULLBRIGHT))
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lightlevel = sector->lightlevel;
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lightlevel = sector->lightlevel > 255 ? 255 : sector->lightlevel;
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if (sector->extra_colormap)
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colormap = sector->extra_colormap;
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72
src/p_map.c
72
src/p_map.c
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@ -2673,7 +2673,7 @@ boolean P_TryMove(mobj_t *thing, fixed_t x, fixed_t y, boolean allowdropoff)
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fixed_t tryx = thing->x;
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fixed_t tryy = thing->y;
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fixed_t radius = thing->radius;
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fixed_t thingtop = thing->z + thing->height;
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fixed_t thingtop ;//= thing->z + thing->height;
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fixed_t startingonground = P_IsObjectOnGround(thing);
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floatok = false;
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@ -2739,64 +2739,48 @@ boolean P_TryMove(mobj_t *thing, fixed_t x, fixed_t y, boolean allowdropoff)
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floatok = true;
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if (thing->eflags & MFE_VERTICALFLIP)
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thingtop = thing->z + thing->height;
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// Step up
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if (thing->z < tmfloorz)
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{
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if (thing->z < tmfloorz)
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if (tmfloorz - thing->z <= maxstep)
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{
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thing->z = thing->floorz = tmfloorz;
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thing->eflags |= MFE_JUSTSTEPPEDDOWN;
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}
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else
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{
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return false; // mobj must raise itself to fit
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}
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}
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else if (tmceilingz < thingtop)
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return false; // mobj must lower itself to fit
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// Ramp test
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if (maxstep > 0 && !(
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thing->player && (
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P_PlayerTouchingSectorSpecial(thing->player, 1, 14)
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|| GETSECSPECIAL(R_PointInSubsector(x, y)->sector->special, 1) == 14)
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)
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)
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{
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if (thingtop - tmceilingz <= maxstep)
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{
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thing->z = ( thing->ceilingz = tmceilingz ) - thing->height;
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thing->eflags |= MFE_JUSTSTEPPEDDOWN;
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}
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else
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{
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return false; // mobj must lower itself to fit
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}
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}
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else if (maxstep > 0) // Step down
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{
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// If the floor difference is MAXSTEPMOVE or less, and the sector isn't Section1:14, ALWAYS
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// step down! Formerly required a Section1:13 sector for the full MAXSTEPMOVE, but no more.
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if (thing->eflags & MFE_VERTICALFLIP)
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if (thingtop == thing->ceilingz && tmceilingz > thingtop && tmceilingz - thingtop <= maxstep)
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{
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if (thingtop == thing->ceilingz && tmceilingz > thingtop && tmceilingz - thingtop <= maxstep)
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{
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thing->z = (thing->ceilingz = thingtop = tmceilingz) - thing->height;
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thing->eflags |= MFE_JUSTSTEPPEDDOWN;
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}
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else if (tmceilingz < thingtop && thingtop - tmceilingz <= maxstep)
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{
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thing->z = (thing->ceilingz = thingtop = tmceilingz) - thing->height;
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thing->eflags |= MFE_JUSTSTEPPEDDOWN;
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}
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thing->z = (thing->ceilingz = tmceilingz) - thing->height;
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thing->eflags |= MFE_JUSTSTEPPEDDOWN;
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}
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else if (thing->z == thing->floorz && tmfloorz < thing->z && thing->z - tmfloorz <= maxstep)
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{
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thing->z = thing->floorz = tmfloorz;
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thing->eflags |= MFE_JUSTSTEPPEDDOWN;
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}
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else if (tmfloorz > thing->z && tmfloorz - thing->z <= maxstep)
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{
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thing->z = thing->floorz = tmfloorz;
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thing->eflags |= MFE_JUSTSTEPPEDDOWN;
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}
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}
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if (thing->eflags & MFE_VERTICALFLIP)
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{
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if (thingtop - tmceilingz > maxstep)
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{
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if (tmfloorthing)
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tmhitthing = tmfloorthing;
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return false; // too big a step up
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}
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}
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else if (tmfloorz - thing->z > maxstep)
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{
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if (tmfloorthing)
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tmhitthing = tmfloorthing;
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return false; // too big a step up
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}
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if (!allowdropoff && !(thing->flags & MF_FLOAT) && thing->type != MT_SKIM && !tmfloorthing)
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