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Merge branch 'drawanglefixes' into 'master'
Drawangle fixes Closes #153 See merge request STJr/SRB2Internal!236
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commit
f8087565b7
3 changed files with 34 additions and 24 deletions
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@ -6268,7 +6268,7 @@ void A_MixUp(mobj_t *actor)
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else if (numplayers == 2) // Special case -- simple swap
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{
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fixed_t x, y, z;
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angle_t angle;
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angle_t angle, drawangle;
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INT32 one = -1, two = 0; // default value 0 to make the compiler shut up
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// Zoom tube stuff
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@ -6322,6 +6322,7 @@ void A_MixUp(mobj_t *actor)
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y = players[one].mo->y;
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z = players[one].mo->z;
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angle = players[one].mo->angle;
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drawangle = players[one].drawangle;
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starpostx = players[one].starpostx;
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starposty = players[one].starposty;
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@ -6337,10 +6338,14 @@ void A_MixUp(mobj_t *actor)
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players[two].starpostnum, players[two].starposttime, players[two].starpostangle,
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players[two].mo->flags2);
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players[one].drawangle = players[two].drawangle;
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P_MixUp(players[two].mo, x, y, z, angle, starpostx, starposty, starpostz,
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starpostnum, starposttime, starpostangle,
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mflags2);
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players[two].drawangle = drawangle;
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//carry set after mixup. Stupid P_ResetPlayer() takes away some of the stuff we look for...
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//but not all of it! So we need to make sure they aren't set wrong or anything.
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players[one].powers[pw_carry] = carry2;
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@ -6352,7 +6357,7 @@ void A_MixUp(mobj_t *actor)
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else
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{
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fixed_t position[MAXPLAYERS][3];
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angle_t anglepos[MAXPLAYERS];
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angle_t anglepos[MAXPLAYERS][2];
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INT32 pindex[MAXPLAYERS], counter = 0, teleportfrom = 0;
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// Zoom tube stuff
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@ -6371,7 +6376,7 @@ void A_MixUp(mobj_t *actor)
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for (i = 0; i < MAXPLAYERS; i++)
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{
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position[i][0] = position[i][1] = position[i][2] = anglepos[i] = pindex[i] = -1;
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position[i][0] = position[i][1] = position[i][2] = anglepos[i][0] = anglepos[i][1] = pindex[i] = -1;
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teleported[i] = false;
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}
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@ -6387,7 +6392,8 @@ void A_MixUp(mobj_t *actor)
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position[counter][1] = players[i].mo->y;
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position[counter][2] = players[i].mo->z;
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pindex[counter] = i;
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anglepos[counter] = players[i].mo->angle;
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anglepos[counter][0] = players[i].mo->angle;
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anglepos[counter][1] = players[i].drawangle;
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players[i].mo->momx = players[i].mo->momy = players[i].mo->momz =
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players[i].rmomx = players[i].rmomy = 1;
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players[i].cmomx = players[i].cmomy = 0;
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@ -6439,11 +6445,13 @@ void A_MixUp(mobj_t *actor)
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players[i].speed = transspeed[teleportfrom];
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P_SetTarget(&players[i].mo->tracer, transtracer[teleportfrom]);
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P_MixUp(players[i].mo, position[teleportfrom][0], position[teleportfrom][1], position[teleportfrom][2], anglepos[teleportfrom],
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P_MixUp(players[i].mo, position[teleportfrom][0], position[teleportfrom][1], position[teleportfrom][2], anglepos[teleportfrom][0],
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spposition[teleportfrom][0], spposition[teleportfrom][1], spposition[teleportfrom][2],
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starpostnum[teleportfrom], starposttime[teleportfrom], starpostangle[teleportfrom],
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flags2[teleportfrom]);
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players[i].drawangle = anglepos[teleportfrom][1];
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//...carry after. same reasoning.
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players[i].powers[pw_carry] = transcarry[teleportfrom];
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if (transcarry[teleportfrom] == CR_MINECART && transtracer[teleportfrom] && !(P_MobjWasRemoved(transtracer[teleportfrom])))
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@ -4514,7 +4514,7 @@ DoneSection2:
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break;
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}
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player->mo->angle = lineangle;
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player->mo->angle = player->drawangle = lineangle;
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if (!demoplayback || P_AnalogMove(player))
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{
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@ -125,12 +125,10 @@ boolean P_Teleport(mobj_t *thing, fixed_t x, fixed_t y, fixed_t z, angle_t angle
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if (!P_TeleportMove(thing, x, y, z))
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return false;
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thing->angle = angle;
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if (!dontstopmove)
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thing->momx = thing->momy = thing->momz = 0;
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else // Change speed to match direction
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P_InstaThrust(thing, thing->angle, P_AproxDistance(thing->momx, thing->momy));
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P_InstaThrust(thing, angle, FixedHypot(thing->momx, thing->momy));
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if (thing->player)
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{
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@ -139,21 +137,6 @@ boolean P_Teleport(mobj_t *thing, fixed_t x, fixed_t y, fixed_t z, angle_t angle
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else
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thing->player->viewz = thing->z + thing->player->viewheight;
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if (!dontstopmove)
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thing->reactiontime = TICRATE/2; // don't move for about half a second
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// absolute angle position
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if (thing->player == &players[consoleplayer])
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localangle = angle;
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if (thing->player == &players[secondarydisplayplayer])
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localangle2 = angle;
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// move chasecam at new player location
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if (splitscreen && camera2.chase && thing->player == &players[secondarydisplayplayer])
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P_ResetCamera(thing->player, &camera2);
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else if (camera.chase && thing->player == &players[displayplayer])
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P_ResetCamera(thing->player, &camera);
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// don't run in place after a teleport
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if (!dontstopmove)
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{
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@ -171,11 +154,30 @@ boolean P_Teleport(mobj_t *thing, fixed_t x, fixed_t y, fixed_t z, angle_t angle
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thing->player->speed = 0;
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P_ResetPlayer(thing->player);
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P_SetPlayerMobjState(thing, S_PLAY_STND);
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thing->reactiontime = TICRATE/2; // don't move for about half a second
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thing->player->drawangle = angle;
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}
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else
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thing->player->drawangle += (angle - thing->angle);
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// absolute angle position
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if (thing->player == &players[consoleplayer])
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localangle = angle;
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if (thing->player == &players[secondarydisplayplayer])
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localangle2 = angle;
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// move chasecam at new player location
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if (splitscreen && camera2.chase && thing->player == &players[secondarydisplayplayer])
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P_ResetCamera(thing->player, &camera2);
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else if (camera.chase && thing->player == &players[displayplayer])
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P_ResetCamera(thing->player, &camera);
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if (flash)
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P_FlashPal(thing->player, PAL_MIXUP, 10);
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}
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thing->angle = angle;
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return true;
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}
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