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https://git.do.srb2.org/STJr/SRB2.git
synced 2024-11-16 09:42:57 +00:00
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)
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parent
1e1a6c32f0
commit
1bbbe15ee5
6 changed files with 12 additions and 9 deletions
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@ -560,12 +560,15 @@ static int lib_pCheckSolidLava(lua_State *L)
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{
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mobj_t *mo = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
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ffloor_t *rover = *((ffloor_t **)luaL_checkudata(L, 2, META_FFLOOR));
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sector_t *bound = *((sector_t **)luaL_checkudata(L, 3, META_SECTOR));
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//HUDSAFE
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if (!mo)
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return LUA_ErrInvalid(L, "mobj_t");
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if (!rover)
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return LUA_ErrInvalid(L, "ffloor_t");
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lua_pushboolean(L, P_CheckSolidLava(mo, rover));
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if (!bound)
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return LUA_ErrInvalid(L, "sector_t");
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lua_pushboolean(L, P_CheckSolidLava(mo, rover, bound));
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return 1;
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}
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@ -238,7 +238,7 @@ fixed_t P_CameraCeilingZ(camera_t *mobj, sector_t *sector, sector_t *boundsec, f
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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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boolean P_CheckSolidLava(mobj_t *mo, ffloor_t *rover);
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boolean P_CheckSolidLava(mobj_t *mo, ffloor_t *rover, sector_t *bound);
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mobj_t *P_SpawnMissile(mobj_t *source, mobj_t *dest, mobjtype_t type);
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mobj_t *P_SpawnXYZMissile(mobj_t *source, mobj_t *dest, mobjtype_t type, fixed_t x, fixed_t y, fixed_t z);
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@ -1323,7 +1323,7 @@ boolean P_CheckPosition(mobj_t *thing, fixed_t x, fixed_t y)
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continue;
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}
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if (thing->player && (P_CheckSolidLava(thing, rover) || P_CanRunOnWater(thing->player, rover)))
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if (thing->player && (P_CheckSolidLava(thing, rover, newsubsec->sector) || P_CanRunOnWater(thing->player, rover)))
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;
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else if (thing->type == MT_SKIM && (rover->flags & FF_SWIMMABLE))
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;
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@ -646,7 +646,7 @@ void P_LineOpening(line_t *linedef, mobj_t *mobj)
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if (!(rover->flags & FF_EXISTS))
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continue;
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if (mobj->player && (P_CheckSolidLava(mobj, rover) || P_CanRunOnWater(mobj->player, rover)))
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if (mobj->player && (P_CheckSolidLava(mobj, rover, front) || P_CanRunOnWater(mobj->player, rover)))
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;
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else if (!((rover->flags & FF_BLOCKPLAYER && mobj->player)
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|| (rover->flags & FF_BLOCKOTHERS && !mobj->player)))
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@ -690,7 +690,7 @@ void P_LineOpening(line_t *linedef, mobj_t *mobj)
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if (!(rover->flags & FF_EXISTS))
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continue;
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if (mobj->player && (P_CheckSolidLava(mobj, rover) || P_CanRunOnWater(mobj->player, rover)))
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if (mobj->player && (P_CheckSolidLava(mobj, rover, back) || P_CanRunOnWater(mobj->player, rover)))
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;
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else if (!((rover->flags & FF_BLOCKPLAYER && mobj->player)
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|| (rover->flags & FF_BLOCKOTHERS && !mobj->player)))
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@ -1983,7 +1983,7 @@ static void P_AdjustMobjFloorZ_FFloors(mobj_t *mo, sector_t *sector, UINT8 motyp
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topheight = P_GetFOFTopZ(mo, sector, rover, mo->x, mo->y, NULL);
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bottomheight = P_GetFOFBottomZ(mo, sector, rover, mo->x, mo->y, NULL);
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if (mo->player && (P_CheckSolidLava(mo, rover) || P_CanRunOnWater(mo->player, rover))) // only the player should be affected
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if (mo->player && (P_CheckSolidLava(mo, rover, sector) || P_CanRunOnWater(mo->player, rover))) // only the player should be affected
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;
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else if (motype != 0 && rover->flags & FF_SWIMMABLE) // "scenery" only
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continue;
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@ -2133,14 +2133,14 @@ boolean P_CheckDeathPitCollide(mobj_t *mo)
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return false;
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}
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boolean P_CheckSolidLava(mobj_t *mo, ffloor_t *rover)
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boolean P_CheckSolidLava(mobj_t *mo, ffloor_t *rover, sector_t *bound)
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{
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I_Assert(mo != NULL);
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I_Assert(!P_MobjWasRemoved(mo));
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if (rover->flags & FF_SWIMMABLE && GETSECSPECIAL(rover->master->frontsector->special, 1) == 3
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&& !(rover->master->flags & ML_BLOCKMONSTERS)
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&& ((rover->master->flags & ML_EFFECT3) || mo->z-mo->momz > *rover->topheight - FixedMul(16*FRACUNIT, mo->scale)))
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&& ((rover->master->flags & ML_EFFECT3) || mo->z-mo->momz > P_GetSpecialTopZ(mo, rover->master->frontsector, bound) - FixedMul(16*FRACUNIT, mo->scale)))
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return true;
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return false;
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@ -2908,7 +2908,7 @@ static void P_DoTeeter(player_t *player)
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bottomheight = P_GetZAt(*rover->b_slope, player->mo->x, player->mo->y);
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#endif
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if (P_CheckSolidLava(player->mo, rover))
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if (P_CheckSolidLava(player->mo, rover, sec))
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;
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else if (!(rover->flags & FF_BLOCKPLAYER || rover->flags & FF_QUICKSAND))
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continue; // intangible 3d floor
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