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* Put all of the wall transfer code in one place.
* Made the name of P_PrepareSlopeToWallTransfer (now P_GetWallTransferMomz) make sense. * Bugfixed the case where you couldn't reliably guess the angle of the wall you just hit.
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3 changed files with 29 additions and 20 deletions
39
src/p_mobj.c
39
src/p_mobj.c
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@ -2121,16 +2121,6 @@ void P_XYMovement(mobj_t *mo)
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if (!P_TryMove(mo, mo->x + xmove, mo->y + ymove, true) && !(mo->eflags & MFE_SPRUNG))
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{
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#ifdef ESLOPE
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pslope_t *transferslope = NULL;
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fixed_t transfermomz = 0;
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if (oldslope && (P_MobjFlip(mo)*(predictedz - mo->z) > 0)) // Only for moving up (relative to gravity), otherwise there's a failed launch when going down slopes and hitting walls
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{
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transferslope = ((mo->standingslope) ? mo->standingslope : oldslope);
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transfermomz = P_PrepareSlopeToWallTransfer(mo, transferslope); // This isn't the end of it; momz will be scaled based upon the angle of movement after collision, and then it'll be applied.
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}
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#endif
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// blocked move
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moved = false;
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@ -2188,18 +2178,35 @@ void P_XYMovement(mobj_t *mo)
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}
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else if (player || mo->flags & (MF_SLIDEME|MF_PUSHABLE))
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{ // try to slide along it
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#ifdef ESLOPE
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// Wall transfer part 1.
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pslope_t *transferslope = NULL;
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fixed_t transfermomz = 0;
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if (oldslope && (P_MobjFlip(mo)*(predictedz - mo->z) > 0)) // Only for moving up (relative to gravity), otherwise there's a failed launch when going down slopes and hitting walls
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{
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transferslope = ((mo->standingslope) ? mo->standingslope : oldslope);
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transfermomz = P_GetWallTransferMomZ(mo, transferslope);
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}
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#endif
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P_SlideMove(mo);
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xmove = ymove = 0;
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#ifdef ESLOPE
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if (transfermomz && transferslope) // Scale transfer momentum based on how head-on it is to the slope.
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// Wall transfer part 2.
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if (transfermomz && transferslope) // Are we "transferring onto the wall" (really just a disguised vertical launch)?
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{
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angle_t relation = (transferslope->xydirection - R_PointToAngle2(0, 0, mo->momx, mo->momy));
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fixed_t scalefactor = abs(FINESINE((relation >> ANGLETOFINESHIFT) & FINEMASK));
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transfermomz = FixedMul(transfermomz, scalefactor);
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if ((P_MobjFlip(mo)*(transfermomz - mo->momz)) > 2*FRACUNIT) // Do the actual launch!
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angle_t relation; // Scale transfer momentum based on how head-on it is to the slope.
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if (mo->momx || mo->momy) // "Guess" the angle of the wall you hit using new momentum
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relation = transferslope->xydirection - R_PointToAngle2(0, 0, mo->momx, mo->momy);
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else // Give it for free, I guess.
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relation = ANGLE_90;
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transfermomz = FixedMul(transfermomz,
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abs(FINESINE((relation >> ANGLETOFINESHIFT) & FINEMASK)));
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if (P_MobjFlip(mo)*(transfermomz - mo->momz) > 2*FRACUNIT) // Do the actual launch!
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{
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mo->standingslope = NULL;
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mo->momz = transfermomz;
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mo->standingslope = NULL;
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}
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}
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#endif
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@ -805,10 +805,12 @@ void P_SlopeLaunch(mobj_t *mo)
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}
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//
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// P_SlopeToWallTransfer
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// P_GetWallTransferMomZ
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//
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// Handles slope-to-wall transfer for objects.
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fixed_t P_PrepareSlopeToWallTransfer(mobj_t *mo, pslope_t *slope)
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// It would be nice to have a single function that does everything necessary for slope-to-wall transfer.
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// However, it needs to be seperated out in P_XYMovement to take into account momentum before and after hitting the wall.
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// This just performs the necessary calculations for getting the base vertical momentum; the horizontal is already reasonably calculated by P_SlideMove.
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fixed_t P_GetWallTransferMomZ(mobj_t *mo, pslope_t *slope)
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{
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vector3_t slopemom, axis;
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angle_t ang;
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@ -37,7 +37,7 @@ fixed_t P_GetZAt(pslope_t *slope, fixed_t x, fixed_t y);
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void P_QuantizeMomentumToSlope(vector3_t *momentum, pslope_t *slope);
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void P_ReverseQuantizeMomentumToSlope(vector3_t *momentum, pslope_t *slope);
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void P_SlopeLaunch(mobj_t *mo);
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fixed_t P_PrepareSlopeToWallTransfer(mobj_t *mo, pslope_t *slope);
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fixed_t P_GetWallTransferMomZ(mobj_t *mo, pslope_t *slope);
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void P_HandleSlopeLanding(mobj_t *thing, pslope_t *slope);
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void P_ButteredSlope(mobj_t *mo);
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