* CA_BOUNCE can now break downwards.

This commit is contained in:
toasterbabe 2016-12-23 23:58:12 +00:00
parent 0a7fe9569d
commit a61f5e4521
2 changed files with 40 additions and 12 deletions

View file

@ -1533,7 +1533,8 @@ boolean P_CheckPosition(mobj_t *thing, fixed_t x, fixed_t y)
+ ((topheight - bottomheight)/2));
if (topheight > tmfloorz && abs(delta1) < abs(delta2)
&& !(rover->flags & FF_REVERSEPLATFORM))
&& !(rover->flags & FF_REVERSEPLATFORM)
&& ((P_MobjFlip(tmthing)*tmthing->momz >= 0) || (!(rover->flags & FF_PLATFORM))))
{
tmfloorz = tmdropoffz = topheight;
#ifdef ESLOPE
@ -1542,6 +1543,7 @@ boolean P_CheckPosition(mobj_t *thing, fixed_t x, fixed_t y)
}
if (bottomheight < tmceilingz && abs(delta1) >= abs(delta2)
&& !(rover->flags & FF_PLATFORM)
&& ((P_MobjFlip(tmthing)*tmthing->momz >= 0) || (!(rover->flags & FF_REVERSEPLATFORM)))
&& !(thing->type == MT_SKIM && (rover->flags & FF_SWIMMABLE)))
{
tmceilingz = tmdrpoffceilz = bottomheight;

View file

@ -1746,10 +1746,13 @@ static void P_CheckBustableBlocks(player_t *player)
oldx = player->mo->x;
oldy = player->mo->y;
if (!(player->pflags & PF_BOUNCING)) // Bouncers only get to break downwards, not sideways
{
P_UnsetThingPosition(player->mo);
player->mo->x += player->mo->momx;
player->mo->y += player->mo->momy;
P_SetThingPosition(player->mo);
}
for (node = player->mo->touching_sectorlist; node; node = node->m_sectorlist_next)
{
@ -1769,7 +1772,7 @@ static void P_CheckBustableBlocks(player_t *player)
{
// If it's an FF_SPINBUST, you have to either be jumping, or coming down
// onto the top from a spin.
if (rover->flags & FF_SPINBUST && ((!(player->pflags & PF_JUMPED) && !(player->pflags & PF_SPINNING)) || (player->pflags & PF_STARTDASH)))
if (rover->flags & FF_SPINBUST && ((!(player->pflags & PF_JUMPED) && !(player->pflags & PF_SPINNING) && !(player->pflags & PF_BOUNCING)) || (player->pflags & PF_STARTDASH)))
continue;
// if it's not an FF_SHATTER, you must be spinning (and not jumping)
@ -1784,6 +1787,7 @@ static void P_CheckBustableBlocks(player_t *player)
&& !((player->pflags & PF_SPINNING) && !(player->pflags & PF_JUMPED))
&& !(player->powers[pw_super])
&& !(player->charability == CA_GLIDEANDCLIMB)
&& !(player->pflags & PF_BOUNCING)
&& !((player->charability == CA_DASHMODE) && (player->dashmode >= 3*TICRATE))
&& !((player->charability == CA_TWINSPIN) && (player->panim == PA_ABILITY))
&& !(player->charability2 == CA2_MELEE && player->panim == PA_ABILITY2)
@ -1794,6 +1798,7 @@ static void P_CheckBustableBlocks(player_t *player)
// Only players with CA_GLIDEANDCLIMB, or CA_TWINSPIN/CA2_MELEE users can break this rock...
if (!(rover->flags & FF_SHATTER) && (rover->flags & FF_ONLYKNUX)
&& !(player->charability == CA_GLIDEANDCLIMB
|| (player->pflags & PF_BOUNCING)
|| ((player->charability == CA_TWINSPIN) && (player->panim == PA_ABILITY))
|| (player->charability2 == CA2_MELEE && player->panim == PA_ABILITY2)))
continue;
@ -1801,6 +1806,24 @@ static void P_CheckBustableBlocks(player_t *player)
topheight = P_GetFOFTopZ(player->mo, node->m_sector, rover, player->mo->x, player->mo->y, NULL);
bottomheight = P_GetFOFBottomZ(player->mo, node->m_sector, rover, player->mo->x, player->mo->y, NULL);
if (player->pflags & PF_BOUNCING)
{
if (player->mo->eflags & MFE_VERTICALFLIP)
{
if (player->mo->momz <= 0)
continue;
topheight += player->mo->momz;
bottomheight += player->mo->momz;
}
else
{
if (player->mo->momz >= 0)
continue;
topheight -= player->mo->momz;
bottomheight -= player->mo->momz;
}
}
// Height checks
if (rover->flags & FF_SHATTERBOTTOM)
{
@ -1859,11 +1882,14 @@ static void P_CheckBustableBlocks(player_t *player)
}
}
bustupdone:
if (!(player->pflags & PF_BOUNCING))
{
P_UnsetThingPosition(player->mo);
player->mo->x = oldx;
player->mo->y = oldy;
P_SetThingPosition(player->mo);
}
}
static void P_CheckBouncySectors(player_t *player)
{
@ -6735,7 +6761,7 @@ static void P_MovePlayer(player_t *player)
// Bouncing...
if (player->pflags & PF_BOUNCING)
{
if (!(player->pflags & PF_JUMPDOWN)) // If not holding the jump button
if (!(player->pflags & PF_JUMPDOWN) || onground) // If not holding the jump button
{
P_ResetPlayer(player); // down, stop bouncing.
if (onground)