Fixed a bug with being able to go under the lava because P_CheckSolidLava doesn't take slopes into account.

(neither does P_CanRunOnWater, but I don't think it's necessary to make that check more complicated as you probably shouldn't be able to waterrun up steep surfaces anyways)
This commit is contained in:
toasterbabe 2016-10-31 13:53:52 +00:00
parent 1e1a6c32f0
commit 1bbbe15ee5
6 changed files with 12 additions and 9 deletions

View file

@ -560,12 +560,15 @@ static int lib_pCheckSolidLava(lua_State *L)
{
mobj_t *mo = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
ffloor_t *rover = *((ffloor_t **)luaL_checkudata(L, 2, META_FFLOOR));
sector_t *bound = *((sector_t **)luaL_checkudata(L, 3, META_SECTOR));
//HUDSAFE
if (!mo)
return LUA_ErrInvalid(L, "mobj_t");
if (!rover)
return LUA_ErrInvalid(L, "ffloor_t");
lua_pushboolean(L, P_CheckSolidLava(mo, rover));
if (!bound)
return LUA_ErrInvalid(L, "sector_t");
lua_pushboolean(L, P_CheckSolidLava(mo, rover, bound));
return 1;
}

View file

@ -238,7 +238,7 @@ fixed_t P_CameraCeilingZ(camera_t *mobj, sector_t *sector, sector_t *boundsec, f
boolean P_InsideANonSolidFFloor(mobj_t *mobj, ffloor_t *rover);
boolean P_CheckDeathPitCollide(mobj_t *mo);
boolean P_CheckSolidLava(mobj_t *mo, ffloor_t *rover);
boolean P_CheckSolidLava(mobj_t *mo, ffloor_t *rover, sector_t *bound);
mobj_t *P_SpawnMissile(mobj_t *source, mobj_t *dest, mobjtype_t type);
mobj_t *P_SpawnXYZMissile(mobj_t *source, mobj_t *dest, mobjtype_t type, fixed_t x, fixed_t y, fixed_t z);

View file

@ -1323,7 +1323,7 @@ boolean P_CheckPosition(mobj_t *thing, fixed_t x, fixed_t y)
continue;
}
if (thing->player && (P_CheckSolidLava(thing, rover) || P_CanRunOnWater(thing->player, rover)))
if (thing->player && (P_CheckSolidLava(thing, rover, newsubsec->sector) || P_CanRunOnWater(thing->player, rover)))
;
else if (thing->type == MT_SKIM && (rover->flags & FF_SWIMMABLE))
;

View file

@ -646,7 +646,7 @@ void P_LineOpening(line_t *linedef, mobj_t *mobj)
if (!(rover->flags & FF_EXISTS))
continue;
if (mobj->player && (P_CheckSolidLava(mobj, rover) || P_CanRunOnWater(mobj->player, rover)))
if (mobj->player && (P_CheckSolidLava(mobj, rover, front) || P_CanRunOnWater(mobj->player, rover)))
;
else if (!((rover->flags & FF_BLOCKPLAYER && mobj->player)
|| (rover->flags & FF_BLOCKOTHERS && !mobj->player)))
@ -690,7 +690,7 @@ void P_LineOpening(line_t *linedef, mobj_t *mobj)
if (!(rover->flags & FF_EXISTS))
continue;
if (mobj->player && (P_CheckSolidLava(mobj, rover) || P_CanRunOnWater(mobj->player, rover)))
if (mobj->player && (P_CheckSolidLava(mobj, rover, back) || P_CanRunOnWater(mobj->player, rover)))
;
else if (!((rover->flags & FF_BLOCKPLAYER && mobj->player)
|| (rover->flags & FF_BLOCKOTHERS && !mobj->player)))

View file

@ -1983,7 +1983,7 @@ static void P_AdjustMobjFloorZ_FFloors(mobj_t *mo, sector_t *sector, UINT8 motyp
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
if (mo->player && (P_CheckSolidLava(mo, rover, sector) || P_CanRunOnWater(mo->player, rover))) // only the player should be affected
;
else if (motype != 0 && rover->flags & FF_SWIMMABLE) // "scenery" only
continue;
@ -2133,14 +2133,14 @@ boolean P_CheckDeathPitCollide(mobj_t *mo)
return false;
}
boolean P_CheckSolidLava(mobj_t *mo, ffloor_t *rover)
boolean P_CheckSolidLava(mobj_t *mo, ffloor_t *rover, sector_t *bound)
{
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)))
&& ((rover->master->flags & ML_EFFECT3) || mo->z-mo->momz > P_GetSpecialTopZ(mo, rover->master->frontsector, bound) - FixedMul(16*FRACUNIT, mo->scale)))
return true;
return false;

View file

@ -2908,7 +2908,7 @@ static void P_DoTeeter(player_t *player)
bottomheight = P_GetZAt(*rover->b_slope, player->mo->x, player->mo->y);
#endif
if (P_CheckSolidLava(player->mo, rover))
if (P_CheckSolidLava(player->mo, rover, sec))
;
else if (!(rover->flags & FF_BLOCKPLAYER || rover->flags & FF_QUICKSAND))
continue; // intangible 3d floor