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P_ReverseQuantiseMomentumToSlope is now a function. (I was thinking about a macro, but couldn't get it down.)
Also, the teetering angle on slopes is now FRACUNIT/2 because there's literally no way to stand still on a slope that steep unless it doesn't have physics.
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4 changed files with 17 additions and 17 deletions
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@ -2377,10 +2377,7 @@ static boolean P_ZMovement(mobj_t *mo)
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if ((mo->eflags & MFE_VERTICALFLIP) ? tmceilingslope : tmfloorslope) {
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mo->standingslope = (mo->eflags & MFE_VERTICALFLIP) ? tmceilingslope : tmfloorslope;
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// Reverse quantizing might could use its own function later
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mo->standingslope->zangle = ANGLE_MAX-mo->standingslope->zangle;
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P_QuantizeMomentumToSlope(&mom, mo->standingslope);
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mo->standingslope->zangle = ANGLE_MAX-mo->standingslope->zangle;
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P_ReverseQuantizeMomentumToSlope(&mom, mo->standingslope);
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}
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#endif
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@ -767,6 +767,17 @@ void P_QuantizeMomentumToSlope(vector3_t *momentum, pslope_t *slope)
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FV3_Rotate(momentum, &axis, slope->zangle >> ANGLETOFINESHIFT);
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}
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//
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// P_ReverseQuantizeMomentumToSlope
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//
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// When given a vector, rotates and aligns it to a flat surface (from being relative to a given slope)
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void P_ReverseQuantizeMomentumToSlope(vector3_t *momentum, pslope_t *slope)
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{
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slope->zangle = InvAngle(slope->zangle);
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P_QuantizeMomentumToSlope(momentum, slope);
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slope->zangle = InvAngle(slope->zangle);
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}
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//
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// P_SlopeLaunch
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//
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@ -810,12 +821,7 @@ void P_HandleSlopeLanding(mobj_t *thing, pslope_t *slope)
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mom.y = thing->momy;
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mom.z = thing->momz*2;
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//CONS_Printf("Landing on slope\n");
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// Reverse quantizing might could use its own function later
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slope->zangle = ANGLE_MAX-slope->zangle;
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P_QuantizeMomentumToSlope(&mom, slope);
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slope->zangle = ANGLE_MAX-slope->zangle;
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P_ReverseQuantizeMomentumToSlope(&mom, slope);
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if (P_MobjFlip(thing)*mom.z < 0) { // falling, land on slope
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thing->momx = mom.x;
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@ -35,6 +35,7 @@ fixed_t P_GetZAt(pslope_t *slope, fixed_t x, fixed_t y);
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// Lots of physics-based bullshit
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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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void P_HandleSlopeLanding(mobj_t *thing, pslope_t *slope);
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void P_ButteredSlope(mobj_t *mo);
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10
src/p_user.c
10
src/p_user.c
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@ -1851,12 +1851,8 @@ static void P_CheckBouncySectors(player_t *player)
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momentum.y = player->mo->momy;
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momentum.z = player->mo->momz*2;
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if (slope) {
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// Reverse quantizing might could use its own function later
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slope->zangle = ANGLE_MAX-slope->zangle;
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P_QuantizeMomentumToSlope(&momentum, slope);
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slope->zangle = ANGLE_MAX-slope->zangle;
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}
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if (slope)
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P_ReverseQuantizeMomentumToSlope(&momentum, slope);
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newmom = momentum.z = -FixedMul(momentum.z,linedist)/2;
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#else
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@ -2856,7 +2852,7 @@ static void P_DoTeeter(player_t *player)
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fixed_t topheight, bottomheight; // for 3d floor usage
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const fixed_t tiptop = FixedMul(MAXSTEPMOVE, player->mo->scale); // Distance you have to be above the ground in order to teeter.
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#define maxzdelta 3<<(FRACBITS-2) // 3/4 on the fixed scale
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#define maxzdelta 1<<(FRACBITS-1) // 1/2 on the fixed scale
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if (player->mo->standingslope && player->mo->standingslope->zdelta >= maxzdelta) // Always teeter if the slope is too steep.
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teeter = true;
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#undef maxzdelta
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