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1 changed files with 21 additions and 13 deletions
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@ -852,7 +852,6 @@ fixed_t P_GetLightZAt(const lightlist_t *light, fixed_t x, fixed_t y)
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return light->slope ? P_GetSlopeZAt(light->slope, x, y) : light->height;
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}
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//
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// P_QuantizeMomentumToSlope
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//
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@ -887,6 +886,8 @@ void P_ReverseQuantizeMomentumToSlope(vector3_t *momentum, pslope_t *slope)
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FV3_Rotate(momentum, &axis, InvAngle(slope->zangle) >> ANGLETOFINESHIFT);
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}
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// Returns the angle of the slope plane.
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// If line is provided, a new calculation is performed as if the slope were on the top or bottom of a solid midtexture.
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angle_t P_GetStandingSlopeZAngle(pslope_t *slope, line_t *line)
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{
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angle_t zangle = slope->zangle;
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@ -900,28 +901,23 @@ angle_t P_GetStandingSlopeZAngle(pslope_t *slope, line_t *line)
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return zangle;
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}
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// Returns the angle of the projected normal of slope plane.
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// If line is provided, this simply returns the line's angle.
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angle_t P_GetStandingSlopeDirection(pslope_t *slope, line_t *line)
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{
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angle_t xydirection = slope->xydirection;
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if (line)
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{
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xydirection = R_PointToAngle2(line->v1->x, line->v1->y, line->v2->x, line->v2->y);
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xydirection = line->angle;
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}
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return xydirection;
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}
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angle_t P_GetObjectStandingSlopeZAngle(mobj_t *mo)
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{
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return P_GetStandingSlopeZAngle(mo->standingslope, mo->standingline);
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}
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angle_t P_GetObjectStandingSlopeDirection(mobj_t *mo)
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{
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return P_GetStandingSlopeDirection(mo->standingslope, mo->standingline);
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}
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// When given a vector, rotates it and aligns it to either a slope, or a flat surface relative to the slope.
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// If line is provided, this calculation is performed as if the slope were on the top or bottom of a solid midtexture.
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// See also: P_QuantizeMomentumToSlope
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static void QuantizeMomentumToSlope(pslope_t *slope, line_t *line, vector3_t *momentum, boolean reverse)
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{
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if (!slope || slope->flags & SL_NOPHYSICS)
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@ -963,6 +959,18 @@ void P_ReverseQuantizeObjectMomentumToSlope(mobj_t *mo, vector3_t *momentum)
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QuantizeMomentumToSlope(mo->standingslope, mo->standingline, momentum, true);
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}
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// Wrapper for P_GetStandingSlopeZAngle.
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angle_t P_GetObjectStandingSlopeZAngle(mobj_t *mo)
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{
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return P_GetStandingSlopeZAngle(mo->standingslope, mo->standingline);
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}
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// Wrapper for P_GetObjectStandingSlopeDirection.
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angle_t P_GetObjectStandingSlopeDirection(mobj_t *mo)
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{
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return P_GetStandingSlopeDirection(mo->standingslope, mo->standingline);
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}
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//
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// P_SlopeLaunch
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//
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@ -1042,7 +1050,6 @@ fixed_t P_GetWallTransferMomZ(mobj_t *mo, pslope_t *slope, line_t *line)
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// Function to help handle landing on slopes
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void P_HandleSlopeLanding(mobj_t *thing, pslope_t *slope, line_t *line)
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{
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vector3_t mom; // Ditto.
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if (slope->flags & SL_NOPHYSICS || (slope->normal.x == 0 && slope->normal.y == 0)) { // No physics, no need to make anything complicated.
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if (P_MobjFlip(thing)*(thing->momz) < 0) // falling, land on slope
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{
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@ -1055,6 +1062,7 @@ void P_HandleSlopeLanding(mobj_t *thing, pslope_t *slope, line_t *line)
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return;
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}
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vector3_t mom;
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mom.x = thing->momx;
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mom.y = thing->momy;
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mom.z = thing->momz*2;
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