Collision polish

This commit is contained in:
lachwright 2019-10-07 14:51:32 +08:00
parent bed9dff077
commit bfb9bac5bd
2 changed files with 10 additions and 8 deletions

View file

@ -963,13 +963,14 @@ static boolean PIT_CheckThing(mobj_t *thing)
P_DamageMobj(thing, tmthing, tmthing, 1, 0);
}
if (thing->type == MT_ROLLOUTROCK && tmthing->player)
if (thing->type == MT_ROLLOUTROCK && tmthing->player && tmthing->health)
{
if (tmthing->player->powers[pw_carry] == CR_ROLLOUT)
{
return true;
}
if ((thing->flags & MF_PUSHABLE) // not carrying a player
&& (tmthing->player->powers[pw_carry] == CR_NONE) // player is not already riding something
&& ((tmthing->eflags & MFE_VERTICALFLIP) == (thing->eflags & MFE_VERTICALFLIP))
&& (P_AproxDistance(thing->x - tmthing->x, thing->y - tmthing->y) < (thing->radius))
&& (P_MobjFlip(tmthing)*tmthing->momz <= 0)
@ -977,7 +978,7 @@ static boolean PIT_CheckThing(mobj_t *thing)
|| (tmthing->eflags & MFE_VERTICALFLIP && abs(tmthing->z + tmthing->height - thing->z) < (thing->height>>2))))
{
thing->flags &= ~MF_PUSHABLE; // prevent riding player from applying pushable movement logic
P_SetTarget(&thing->target, tmthing);
P_SetTarget(&thing->tracer, tmthing);
P_ResetPlayer(tmthing->player);
P_SetPlayerMobjState(tmthing, S_PLAY_WALK);
tmthing->player->powers[pw_carry] = CR_ROLLOUT;
@ -991,7 +992,7 @@ static boolean PIT_CheckThing(mobj_t *thing)
if (tmthing->z > thing->z + thing->height || thing->z > tmthing->z + tmthing->height || !thing->health)
return true;
if (thing == tmthing->target) // don't collide with rider
if (thing == tmthing->tracer) // don't collide with rider
return true;
if (thing->flags & MF_SPRING) // bounce on springs
@ -999,13 +1000,14 @@ static boolean PIT_CheckThing(mobj_t *thing)
P_DoSpring(thing, tmthing);
return true;
}
else if (thing->flags & (MF_MONITOR|MF_SHOOTABLE) == (MF_MONITOR|MF_SHOOTABLE) && !(tmthing->flags & MF_PUSHABLE)) // pop monitors while carrying a player
else if ((thing->flags & (MF_MONITOR|MF_SHOOTABLE)) == (MF_MONITOR|MF_SHOOTABLE) && !(tmthing->flags & MF_PUSHABLE)) // pop monitors while carrying a player
{
P_KillMobj(thing, tmthing, tmthing->target, 0);
P_KillMobj(thing, tmthing, tmthing->tracer, 0);
return true;
}
if (thing->type == tmthing->type) // bounce against other rollout rocks
if (thing->type == tmthing->type // bounce against other rollout rocks
&& (tmthing->momx || tmthing->momy || thing->momx || thing->momy))
{
fixed_t tempmomx = thing->momx, tempmomy = thing->momy;
thing->momx = tmthing->momx;

View file

@ -1036,7 +1036,7 @@ void P_ResetPlayer(player_t *player)
if (player->mo->tracer && !P_MobjWasRemoved(player->mo->tracer))
{
player->mo->tracer->flags |= MF_PUSHABLE;
P_SetTarget(&player->mo->tracer->target, NULL);
P_SetTarget(&player->mo->tracer->tracer, NULL);
}
P_SetTarget(&player->mo->tracer, NULL);
player->powers[pw_carry] = CR_NONE;
@ -4321,7 +4321,7 @@ void P_DoJump(player_t *player, boolean soundandstate)
player->mo->momz = 9*FRACUNIT + player->mo->tracer->momz;
player->powers[pw_carry] = CR_NONE;
player->mo->tracer->flags |= MF_PUSHABLE;
P_SetTarget(&player->mo->tracer->target, NULL);
P_SetTarget(&player->mo->tracer->tracer, NULL);
P_SetTarget(&player->mo->tracer, NULL);
}
else if (player->mo->eflags & MFE_GOOWATER)