Fully fix drop shadows

It used the thing's floorz / ceilingz directly -- that wouldn't account for interpolated coordinates.
This commit is contained in:
Sally Coolatta 2021-12-25 02:07:56 -05:00 committed by Eidolon
parent e4930535f3
commit cd70b499bd

View file

@ -1135,7 +1135,10 @@ static void R_SplitSprite(vissprite_t *sprite)
//
fixed_t R_GetShadowZ(mobj_t *thing, pslope_t **shadowslope)
{
fixed_t halfHeight;
boolean isflipped = thing->eflags & MFE_VERTICALFLIP;
fixed_t floorz;
fixed_t ceilingz;
fixed_t z, groundz = isflipped ? INT32_MAX : INT32_MIN;
pslope_t *slope, *groundslope = NULL;
msecnode_t *node;
@ -1154,7 +1157,11 @@ fixed_t R_GetShadowZ(mobj_t *thing, pslope_t **shadowslope)
R_InterpolateMobjState(thing, FRACUNIT, &interp);
}
#define CHECKZ (isflipped ? z > interp.z+thing->height/2 && z < groundz : z < interp.z+thing->height/2 && z > groundz)
halfHeight = interp.z + (thing->height >> 1);
floorz = P_GetFloorZ(thing, thing->subsector->sector, interp.x, interp.y, NULL);
ceilingz = P_GetCeilingZ(thing, thing->subsector->sector, interp.x, interp.y, NULL);
#define CHECKZ (isflipped ? z > halfHeight && z < groundz : z < halfHeight && z > groundz)
for (node = thing->touching_sectorlist; node; node = node->m_sectorlist_next)
{
@ -1188,10 +1195,10 @@ fixed_t R_GetShadowZ(mobj_t *thing, pslope_t **shadowslope)
}
}
if (isflipped ? (thing->ceilingz < groundz - (!groundslope ? 0 : FixedMul(abs(groundslope->zdelta), thing->radius*3/2)))
: (thing->floorz > groundz + (!groundslope ? 0 : FixedMul(abs(groundslope->zdelta), thing->radius*3/2))))
if (isflipped ? (ceilingz < groundz - (!groundslope ? 0 : FixedMul(abs(groundslope->zdelta), thing->radius*3/2)))
: (floorz > groundz + (!groundslope ? 0 : FixedMul(abs(groundslope->zdelta), thing->radius*3/2))))
{
groundz = isflipped ? thing->ceilingz : thing->floorz;
groundz = isflipped ? ceilingz : floorz;
groundslope = NULL;
}
@ -1202,10 +1209,10 @@ fixed_t R_GetShadowZ(mobj_t *thing, pslope_t **shadowslope)
{
INT32 xl, xh, yl, yh, bx, by;
xl = (unsigned)(thing->x - thing->radius - bmaporgx)>>MAPBLOCKSHIFT;
xh = (unsigned)(thing->x + thing->radius - bmaporgx)>>MAPBLOCKSHIFT;
yl = (unsigned)(thing->y - thing->radius - bmaporgy)>>MAPBLOCKSHIFT;
yh = (unsigned)(thing->y + thing->radius - bmaporgy)>>MAPBLOCKSHIFT;
xl = (unsigned)(interp.x - thing->radius - bmaporgx)>>MAPBLOCKSHIFT;
xh = (unsigned)(interp.x + thing->radius - bmaporgx)>>MAPBLOCKSHIFT;
yl = (unsigned)(interp.y - thing->radius - bmaporgy)>>MAPBLOCKSHIFT;
yh = (unsigned)(interp.y + thing->radius - bmaporgy)>>MAPBLOCKSHIFT;
BMBOUNDFIX(xl, xh, yl, yh);
@ -1242,7 +1249,7 @@ fixed_t R_GetShadowZ(mobj_t *thing, pslope_t **shadowslope)
// We're inside it! Yess...
z = po->lines[0]->backsector->ceilingheight;
if (z < thing->z+thing->height/2 && z > groundz)
if (z < halfHeight && z > groundz)
{
groundz = z;
groundslope = NULL;