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Merge branch 'issue1195' into 'next'
Issue #1195 - Standing at a corner under steam, but far away enough to not be... See merge request STJr/SRB2!2318
This commit is contained in:
commit
dedd80a0f0
4 changed files with 74 additions and 56 deletions
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@ -7493,12 +7493,12 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
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sfx_steam1, // deathsound
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0, // speed
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32*FRACUNIT, // radius
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1*FRACUNIT, // height
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16*FRACUNIT, // height
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0, // display offset
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20*FRACUNIT, // mass
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0, // damage
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sfx_None, // activesound
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MF_SOLID, // flags
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MF_SPECIAL, // flags
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S_NULL // raisestate
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},
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@ -5194,7 +5194,7 @@ void A_SetSolidSteam(mobj_t *actor)
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return;
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actor->flags &= ~MF_NOCLIP;
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actor->flags |= MF_SOLID;
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actor->flags |= MF_SPECIAL;
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if (!(actor->flags2 & MF2_AMBUSH))
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{
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if (P_RandomChance(FRACUNIT/8))
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@ -5224,7 +5224,7 @@ void A_UnsetSolidSteam(mobj_t *actor)
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if (LUA_CallAction(A_UNSETSOLIDSTEAM, actor))
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return;
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actor->flags &= ~MF_SOLID;
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actor->flags &= ~MF_SPECIAL;
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actor->flags |= MF_NOCLIP;
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}
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@ -392,17 +392,50 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
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}
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}
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player = toucher->player;
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I_Assert(player != NULL); // Only players can touch stuff!
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if (player->spectator)
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return;
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// Ignore multihits in "ouchie" mode
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if (special->flags & (MF_ENEMY|MF_BOSS) && special->flags2 & MF2_FRET)
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if (special->flags & (MF_ENEMY | MF_BOSS) && special->flags2 & MF2_FRET)
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return;
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if (LUA_HookTouchSpecial(special, toucher) || P_MobjWasRemoved(special))
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player = toucher->player;
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if (player)
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{
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if (player->spectator)
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return;
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// Some hooks may assume that the toucher is a player, so we keep it in here.
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if (LUA_HookTouchSpecial(special, toucher) || P_MobjWasRemoved(special))
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return;
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}
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if (player || (toucher->flags & MF_PUSHABLE)) // Special area for objects that are interactable by both player AND MF_PUSHABLE.
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{
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if (special->type == MT_STEAM)
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{
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if (player && player->mo->state == &states[player->mo->info->painstate]) // can't use gas jets when player is in pain!
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return;
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fixed_t speed = special->info->mass; // gas jets use this for the vertical thrust
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SINT8 flipval = P_MobjFlip(special); // virtually everything here centers around the thruster's gravity, not the object's!
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if (special->state != &states[S_STEAM1]) // Only when it bursts
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return;
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toucher->eflags |= MFE_SPRUNG;
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toucher->momz = flipval * FixedMul(speed, FixedSqrt(FixedMul(special->scale, toucher->scale))); // scale the speed with both objects' scales, just like with springs!
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if (player)
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{
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P_ResetPlayer(player);
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if (player->panim != PA_FALL)
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P_SetMobjState(toucher, S_PLAY_FALL);
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}
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return; // Don't collect it!
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}
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}
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if (!player) // Only players can touch stuff!
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return;
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// 0 = none, 1 = elemental pierce, 2 = bubble bounce
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@ -1881,6 +1914,7 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
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toucher->tracer->flags2 = (toucher->tracer->flags2 & ~MF2_AMBUSH) | destambush;
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}
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return;
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default: // SOC or script pickup
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if (player->bot && player->bot != BOT_MPAI)
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return;
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72
src/p_map.c
72
src/p_map.c
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@ -502,72 +502,56 @@ springstate:
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return final;
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}
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static void P_DoFanAndGasJet(mobj_t *spring, mobj_t *object)
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static void P_DoFan(mobj_t *fan, mobj_t *object)
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{
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player_t *p = object->player; // will be NULL if not a player
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fixed_t zdist; // distance between bottoms
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fixed_t speed = spring->info->mass; // conveniently, both fans and gas jets use this for the vertical thrust
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SINT8 flipval = P_MobjFlip(spring); // virtually everything here centers around the thruster's gravity, not the object's!
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fixed_t speed = fan->info->mass; // fans use this for the vertical thrust
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SINT8 flipval = P_MobjFlip(fan); // virtually everything here centers around the thruster's gravity, not the object's!
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if (p && object->state == &states[object->info->painstate]) // can't use fans and gas jets when player is in pain!
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if (p && object->state == &states[object->info->painstate]) // can't use fans when player is in pain!
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return;
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// is object's top below thruster's position? if not, calculate distance between their bottoms
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if (spring->eflags & MFE_VERTICALFLIP)
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if (fan->eflags & MFE_VERTICALFLIP)
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{
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if (object->z > spring->z + spring->height)
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if (object->z > fan->z + fan->height)
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return;
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zdist = (spring->z + spring->height) - (object->z + object->height);
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zdist = (fan->z + fan->height) - (object->z + object->height);
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}
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else
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{
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if (object->z + object->height < spring->z)
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if (object->z + object->height < fan->z)
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return;
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zdist = object->z - spring->z;
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zdist = object->z - fan->z;
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}
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object->standingslope = NULL; // No launching off at silly angles for you.
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switch (spring->type)
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switch (fan->type)
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{
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case MT_FAN: // fan
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if (zdist > (spring->health << FRACBITS)) // max z distance determined by health (set by map thing args[0])
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if (zdist > (fan->health << FRACBITS)) // max z distance determined by health (set by map thing args[0])
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break;
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if (flipval*object->momz >= FixedMul(speed, spring->scale)) // if object's already moving faster than your best, don't bother
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if (flipval*object->momz >= FixedMul(speed, fan->scale)) // if object's already moving faster than your best, don't bother
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break;
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if (p && (p->climbing || p->pflags & PF_GLIDING)) // doesn't affect Knux when he's using his abilities!
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break;
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object->momz += flipval*FixedMul(speed/4, spring->scale);
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object->momz += flipval*FixedMul(speed/4, fan->scale);
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// limit the speed if too high
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if (flipval*object->momz > FixedMul(speed, spring->scale))
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object->momz = flipval*FixedMul(speed, spring->scale);
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if (flipval*object->momz > FixedMul(speed, fan->scale))
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object->momz = flipval*FixedMul(speed, fan->scale);
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if (p && !p->powers[pw_tailsfly] && !p->powers[pw_carry]) // doesn't reset anim for Tails' flight
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{
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P_ResetPlayer(p);
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P_SetMobjState(object, S_PLAY_FALL);
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P_SetTarget(&object->tracer, spring);
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P_SetTarget(&object->tracer, fan);
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p->powers[pw_carry] = CR_FAN;
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}
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break;
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case MT_STEAM: // Steam
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if (zdist > FixedMul(16*FRACUNIT, spring->scale))
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break;
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if (spring->state != &states[S_STEAM1]) // Only when it bursts
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break;
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object->eflags |= MFE_SPRUNG;
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object->momz = flipval*FixedMul(speed, FixedSqrt(FixedMul(spring->scale, object->scale))); // scale the speed with both objects' scales, just like with springs!
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if (p)
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{
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P_ResetPlayer(p);
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if (p->panim != PA_FALL)
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P_SetMobjState(object, S_PLAY_FALL);
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}
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break;
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default:
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break;
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}
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@ -1484,13 +1468,13 @@ static unsigned PIT_DoCheckThing(mobj_t *thing)
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}
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// check for special pickup
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if (thing->flags & MF_SPECIAL && tmthing->player)
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if (thing->flags & MF_SPECIAL)
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{
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P_TouchSpecialThing(thing, tmthing, true); // can remove thing
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return CHECKTHING_COLLIDE;
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}
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// check again for special pickup
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if (tmthing->flags & MF_SPECIAL && thing->player)
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if (tmthing->flags & MF_SPECIAL)
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{
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P_TouchSpecialThing(tmthing, thing, true); // can remove thing
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return CHECKTHING_COLLIDE;
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@ -1578,15 +1562,15 @@ static unsigned PIT_DoCheckThing(mobj_t *thing)
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if (thing->flags & MF_PUSHABLE)
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{
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if (tmthing->type == MT_FAN || tmthing->type == MT_STEAM)
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P_DoFanAndGasJet(tmthing, thing);
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if (tmthing->type == MT_FAN)
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P_DoFan(tmthing, thing);
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}
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if (tmthing->flags & MF_PUSHABLE)
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{
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if (thing->type == MT_FAN || thing->type == MT_STEAM)
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if (thing->type == MT_FAN)
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{
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P_DoFanAndGasJet(thing, tmthing);
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P_DoFan(thing, tmthing);
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return CHECKTHING_COLLIDE;
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}
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else if (thing->flags & MF_SPRING)
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@ -1679,8 +1663,8 @@ static unsigned PIT_DoCheckThing(mobj_t *thing)
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}
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}
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if (tmthing->type == MT_FAN || tmthing->type == MT_STEAM)
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P_DoFanAndGasJet(tmthing, thing);
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if (tmthing->type == MT_FAN)
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P_DoFan(tmthing, thing);
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}
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if (tmthing->player) // Is the moving/interacting object the player?
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@ -1688,8 +1672,8 @@ static unsigned PIT_DoCheckThing(mobj_t *thing)
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if (!tmthing->health)
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return CHECKTHING_IGNORE;
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if (thing->type == MT_FAN || thing->type == MT_STEAM)
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P_DoFanAndGasJet(thing, tmthing);
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if (thing->type == MT_FAN)
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P_DoFan(thing, tmthing);
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else if (thing->flags & MF_SPRING && tmthing->player->powers[pw_carry] != CR_MINECART)
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{
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if ( thing->z <= tmthing->z + tmthing->height
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@ -1755,8 +1739,8 @@ static unsigned PIT_DoCheckThing(mobj_t *thing)
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// not solid not blocked
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unsigned collide = CHECKTHING_NOCOLLIDE;
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if ((tmthing->flags & MF_SPRING || tmthing->type == MT_STEAM || tmthing->type == MT_SPIKE || tmthing->type == MT_WALLSPIKE) && (thing->player))
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; // springs, gas jets and springs should never be able to step up onto a player
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if ((tmthing->flags & MF_SPRING || tmthing->type == MT_SPIKE || tmthing->type == MT_WALLSPIKE) && (thing->player))
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; // springs and spikes should never be able to step up onto a player
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// z checking at last
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// Treat noclip things as non-solid!
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else if ((thing->flags & (MF_SOLID|MF_NOCLIP)) == MF_SOLID
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