Merge remote-tracking branch 'origin/next' into addplayer

This commit is contained in:
CobaltBW 2021-01-23 13:33:19 -08:00
commit b112e12c93
3 changed files with 81 additions and 56 deletions

View file

@ -279,7 +279,6 @@ mobjtype_t P_GetMobjtype(UINT16 mthingtype);
void P_RespawnSpecials(void);
mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type);
void P_SetMobjSpawnDefaults(mobj_t *mobj);
void P_RecalcPrecipInSector(sector_t *sector);
void P_PrecipitationEffects(void);

View file

@ -3187,13 +3187,16 @@ boolean P_SceneryZMovement(mobj_t *mo)
//
boolean P_CanRunOnWater(player_t *player, ffloor_t *rover)
{
fixed_t topheight = P_GetFFloorTopZAt(rover, player->mo->x, player->mo->y);
boolean flip = player->mo->eflags & MFE_VERTICALFLIP;
fixed_t surfaceheight = flip ? P_GetFFloorBottomZAt(rover, player->mo->x, player->mo->y) : P_GetFFloorTopZAt(rover, player->mo->x, player->mo->y);
fixed_t playerbottom = flip ? (player->mo->z + player->mo->height) : player->mo->z;
boolean doifit = flip ? (surfaceheight - player->mo->floorz >= player->mo->height) : (player->mo->ceilingz - surfaceheight >= player->mo->height);
if (!player->powers[pw_carry] && !player->homing
&& ((player->powers[pw_super] || player->charflags & SF_RUNONWATER || player->dashmode >= DASHMODE_THRESHOLD) && player->mo->ceilingz-topheight >= player->mo->height)
&& ((player->powers[pw_super] || player->charflags & SF_RUNONWATER || player->dashmode >= DASHMODE_THRESHOLD) && doifit)
&& (rover->flags & FF_SWIMMABLE) && !(player->pflags & PF_SPINNING) && player->speed > FixedMul(player->runspeed, player->mo->scale)
&& !(player->pflags & PF_SLIDING)
&& abs(player->mo->z - topheight) < FixedMul(30*FRACUNIT, player->mo->scale))
&& abs(playerbottom - surfaceheight) < FixedMul(30*FRACUNIT, player->mo->scale))
return true;
return false;
@ -10439,7 +10442,44 @@ mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type)
mobj->x = x;
mobj->y = y;
P_SetMobjSpawnDefaults(mobj);
mobj->radius = info->radius;
mobj->height = info->height;
mobj->flags = info->flags;
mobj->health = (info->spawnhealth ? info->spawnhealth : 1);
mobj->reactiontime = info->reactiontime;
mobj->lastlook = -1; // stuff moved in P_enemy.P_LookForPlayer
// do not set the state with P_SetMobjState,
// because action routines can not be called yet
st = &states[info->spawnstate];
mobj->state = st;
mobj->tics = st->tics;
mobj->sprite = st->sprite;
mobj->frame = st->frame; // FF_FRAMEMASK for frame, and other bits..
P_SetupStateAnimation(mobj, st);
mobj->friction = ORIG_FRICTION;
mobj->movefactor = FRACUNIT;
// All mobjs are created at 100% scale.
mobj->scale = FRACUNIT;
mobj->destscale = mobj->scale;
mobj->scalespeed = FRACUNIT/12;
// TODO: Make this a special map header
if ((maptol & TOL_ERZ3) && !(mobj->type == MT_BLACKEGGMAN))
mobj->destscale = FRACUNIT/2;
// Sprite rendering
mobj->blendmode = AST_TRANSLUCENT;
mobj->spritexscale = mobj->spriteyscale = mobj->scale;
mobj->spritexoffset = mobj->spriteyoffset = 0;
mobj->floorspriteslope = NULL;
// set subsector and/or block links
P_SetThingPosition(mobj);
@ -10746,8 +10786,6 @@ mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type)
mobj->frame &= ~FF_FRAMEMASK;
}
st = &states[info->spawnstate];
// Call action functions when the state is set
if (st->action.acp1 && (mobj->flags & MF_RUNSPAWNFUNC))
{
@ -10778,52 +10816,6 @@ mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type)
return mobj;
}
void P_SetMobjSpawnDefaults(mobj_t *mobj)
{
const mobjinfo_t *info = mobj->info;
state_t *st = &states[info->spawnstate];
mobj->radius = info->radius;
mobj->height = info->height;
mobj->flags = info->flags;
mobj->health = (info->spawnhealth ? info->spawnhealth : 1);
mobj->reactiontime = info->reactiontime;
mobj->lastlook = -1; // stuff moved in P_enemy.P_LookForPlayer
// do not set the state with P_SetMobjState,
// because action routines can not be called yet
mobj->state = st;
mobj->tics = st->tics;
mobj->sprite = st->sprite;
mobj->frame = st->frame; // FF_FRAMEMASK for frame, and other bits..
P_SetupStateAnimation(mobj, st);
mobj->friction = ORIG_FRICTION;
mobj->movefactor = FRACUNIT;
// All mobjs are created at 100% scale.
mobj->scale = FRACUNIT;
mobj->destscale = mobj->scale;
mobj->scalespeed = FRACUNIT/12;
// TODO: Make this a special map header
if ((maptol & TOL_ERZ3) && !(mobj->type == MT_BLACKEGGMAN))
mobj->destscale = FRACUNIT/2;
// Make sure scale matches destscale immediately when spawned
P_SetScale(mobj, mobj->destscale);
// Sprite rendering
mobj->blendmode = AST_TRANSLUCENT;
mobj->spritexscale = mobj->spriteyscale = FRACUNIT;
mobj->spritexoffset = mobj->spriteyoffset = 0;
mobj->floorspriteslope = NULL;
}
static precipmobj_t *P_SpawnPrecipMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type)
{
state_t *st;

View file

@ -2717,10 +2717,7 @@ static thinker_t* LoadMobjThinker(actionf_p1 thinker)
}
mobj->type = i;
}
mobj->info = &mobjinfo[mobj->type];
P_SetMobjSpawnDefaults(mobj);
if (diff & MD_POS)
{
mobj->x = READFIXED(save_p);
@ -2746,21 +2743,35 @@ static thinker_t* LoadMobjThinker(actionf_p1 thinker)
if (diff & MD_RADIUS)
mobj->radius = READFIXED(save_p);
else
mobj->radius = mobj->info->radius;
if (diff & MD_HEIGHT)
mobj->height = READFIXED(save_p);
else
mobj->height = mobj->info->height;
if (diff & MD_FLAGS)
mobj->flags = READUINT32(save_p);
else
mobj->flags = mobj->info->flags;
if (diff & MD_FLAGS2)
mobj->flags2 = READUINT32(save_p);
if (diff & MD_HEALTH)
mobj->health = READINT32(save_p);
else
mobj->health = mobj->info->spawnhealth;
if (diff & MD_RTIME)
mobj->reactiontime = READINT32(save_p);
else
mobj->reactiontime = mobj->info->reactiontime;
if (diff & MD_STATE)
mobj->state = &states[READUINT16(save_p)];
else
mobj->state = &states[mobj->info->spawnstate];
if (diff & MD_TICS)
mobj->tics = READINT32(save_p);
else
mobj->tics = mobj->state->tics;
if (diff & MD_SPRITE) {
mobj->sprite = READUINT16(save_p);
if (mobj->sprite == SPR_PLAY)
@ -2776,6 +2787,11 @@ static thinker_t* LoadMobjThinker(actionf_p1 thinker)
mobj->frame = READUINT32(save_p);
mobj->anim_duration = READUINT16(save_p);
}
else
{
mobj->frame = mobj->state->frame;
mobj->anim_duration = (UINT16)mobj->state->var2;
}
if (diff & MD_EFLAGS)
mobj->eflags = READUINT16(save_p);
if (diff & MD_PLAYER)
@ -2792,14 +2808,20 @@ static thinker_t* LoadMobjThinker(actionf_p1 thinker)
mobj->threshold = READINT32(save_p);
if (diff & MD_LASTLOOK)
mobj->lastlook = READINT32(save_p);
else
mobj->lastlook = -1;
if (diff & MD_TARGET)
mobj->target = (mobj_t *)(size_t)READUINT32(save_p);
if (diff & MD_TRACER)
mobj->tracer = (mobj_t *)(size_t)READUINT32(save_p);
if (diff & MD_FRICTION)
mobj->friction = READFIXED(save_p);
else
mobj->friction = ORIG_FRICTION;
if (diff & MD_MOVEFACTOR)
mobj->movefactor = READFIXED(save_p);
else
mobj->movefactor = FRACUNIT;
if (diff & MD_FUSE)
mobj->fuse = READINT32(save_p);
if (diff & MD_WATERTOP)
@ -2808,10 +2830,16 @@ static thinker_t* LoadMobjThinker(actionf_p1 thinker)
mobj->waterbottom = READFIXED(save_p);
if (diff & MD_SCALE)
mobj->scale = READFIXED(save_p);
else
mobj->scale = FRACUNIT;
if (diff & MD_DSCALE)
mobj->destscale = READFIXED(save_p);
else
mobj->destscale = mobj->scale;
if (diff2 & MD2_SCALESPEED)
mobj->scalespeed = READFIXED(save_p);
else
mobj->scalespeed = FRACUNIT/12;
if (diff2 & MD2_CUSVAL)
mobj->cusval = READINT32(save_p);
if (diff2 & MD2_CVMEM)
@ -2842,10 +2870,16 @@ static thinker_t* LoadMobjThinker(actionf_p1 thinker)
mobj->renderflags = READUINT32(save_p);
if (diff2 & MD2_BLENDMODE)
mobj->blendmode = READINT32(save_p);
else
mobj->blendmode = AST_TRANSLUCENT;
if (diff2 & MD2_SPRITEXSCALE)
mobj->spritexscale = READFIXED(save_p);
else
mobj->spritexscale = FRACUNIT;
if (diff2 & MD2_SPRITEYSCALE)
mobj->spriteyscale = READFIXED(save_p);
else
mobj->spriteyscale = FRACUNIT;
if (diff2 & MD2_SPRITEXOFFSET)
mobj->spritexoffset = READFIXED(save_p);
if (diff2 & MD2_SPRITEYOFFSET)