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- actor transition through a sector portal is working.
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parent
58839200e5
commit
01bdd8a7da
3 changed files with 66 additions and 2 deletions
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@ -742,6 +742,7 @@ public:
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bool IsHostile (AActor *other);
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inline bool IsNoClip2() const;
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void CheckPortalTransition();
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// What species am I?
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virtual FName GetSpecies();
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@ -3288,6 +3288,43 @@ void AActor::SetRoll(angle_t r, bool interpolate)
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}
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}
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void AActor::CheckPortalTransition()
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{
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if (!Sector->PortalBlocksMovement(sector_t::ceiling))
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{
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AActor *port = Sector->SkyBoxes[sector_t::ceiling];
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if (Z() > port->threshold)
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{
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fixedvec3 oldpos = Pos();
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UnlinkFromWorld();
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SetXYZ(PosRelative(port->Sector));
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PrevX += X() - oldpos.x;
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PrevY += Y() - oldpos.y;
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PrevZ += Z() - oldpos.z;
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LinkToWorld();
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if (player) Printf("Transitioned upwards to sector %d\n", Sector->sectornum);
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return;
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}
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}
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if (!Sector->PortalBlocksMovement(sector_t::floor))
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{
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AActor *port = Sector->SkyBoxes[sector_t::floor];
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if (Z() < port->threshold && floorz < port->threshold)
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{
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fixedvec3 oldpos = Pos();
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UnlinkFromWorld();
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SetXYZ(PosRelative(port->Sector));
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PrevX += X() - oldpos.x;
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PrevY += Y() - oldpos.y;
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PrevZ += Z() - oldpos.z;
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LinkToWorld();
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if (player) Printf("Transitioned downwards to sector %d\n", Sector->sectornum);
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return;
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}
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}
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}
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//
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// P_MobjThinker
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//
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@ -3355,6 +3392,7 @@ void AActor::Tick ()
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UnlinkFromWorld ();
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flags |= MF_NOBLOCKMAP;
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SetXYZ(Vec3Offset(velx, vely, velz));
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CheckPortalTransition();
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SetMovement(velx, vely, velz);
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LinkToWorld ();
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}
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@ -3822,6 +3860,8 @@ void AActor::Tick ()
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Crash();
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}
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CheckPortalTransition();
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UpdateWaterLevel (oldz);
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// [RH] Don't advance if predicting a player
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@ -581,8 +581,11 @@ void R_InterpolateView (player_t *player, fixed_t frac, InterpolationViewer *ivi
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iview->oviewpitch = iview->nviewpitch;
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iview->oviewangle = iview->nviewangle;
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}
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viewx = iview->oviewx + FixedMul (frac, iview->nviewx - iview->oviewx);
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viewy = iview->oviewy + FixedMul (frac, iview->nviewy - iview->oviewy);
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int oldgroup = R_PointInSubsector(iview->oviewx, iview->oviewy)->sector->PortalGroup;
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int newgroup = R_PointInSubsector(iview->nviewx, iview->nviewy)->sector->PortalGroup;
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fixedvec2 disp = Displacements(oldgroup, newgroup);
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viewx = iview->oviewx + FixedMul (frac, iview->nviewx - iview->oviewx - disp.x);
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viewy = iview->oviewy + FixedMul (frac, iview->nviewy - iview->oviewy - disp.y);
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viewz = iview->oviewz + FixedMul (frac, iview->nviewz - iview->oviewz);
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if (player != NULL &&
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!(player->cheats & CF_INTERPVIEW) &&
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@ -637,6 +640,26 @@ void R_InterpolateView (player_t *player, fixed_t frac, InterpolationViewer *ivi
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// Due to interpolation this is not necessarily the same as the sector the camera is in.
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viewsector = R_PointInSubsector(viewx, viewy)->sector;
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if (!viewsector->PortalBlocksMovement(sector_t::ceiling))
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{
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AActor *point = viewsector->SkyBoxes[sector_t::ceiling];
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if (viewz > point->threshold)
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{
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viewx += point->scaleX;
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viewy += point->scaleY;
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viewsector = R_PointInSubsector(viewx, viewy)->sector;
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}
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}
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if (!viewsector->PortalBlocksMovement(sector_t::floor))
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{
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AActor *point = viewsector->SkyBoxes[sector_t::floor];
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if (viewz < point->threshold)
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{
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viewx += point->scaleX;
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viewy += point->scaleY;
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viewsector = R_PointInSubsector(viewx, viewy)->sector;
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}
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}
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}
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//==========================================================================
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