mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-10 14:51:46 +00:00
- fixed: A_PainShootSkull was missing a NULL pointer check for the spawn type.
- implemented Vavoom's vertex height things (1504, 1505) that can explicitly define slopes for triangular sectors. The height is specified as the thing's z-coordinate. SVN r804 (trunk)
This commit is contained in:
parent
9b17dea727
commit
091c73969d
4 changed files with 124 additions and 1 deletions
|
@ -1,3 +1,9 @@
|
|||
March 14, 2008 (Changes by Graf Zahl)
|
||||
- fixed: A_PainShootSkull was missing a NULL pointer check for the spawn type.
|
||||
- implemented Vavoom's vertex height things (1504, 1505) that can explicitly
|
||||
define slopes for triangular sectors. The height is specified as the thing's
|
||||
z-coordinate.
|
||||
|
||||
March 13, 2008
|
||||
- Fixed: When returning to a hub map, inventory belonging to the temporary
|
||||
copies of the players stored in the archive would be destroyed and break
|
||||
|
|
|
@ -155,7 +155,7 @@ inline void SPC_DSP::init_counter()
|
|||
// counters start out with this synchronization
|
||||
m.counters [0] = 1;
|
||||
m.counters [1] = 0;
|
||||
m.counters [2] = -0x20u;
|
||||
m.counters [2] = unsigned(-0x20);
|
||||
m.counters [3] = 0x0B;
|
||||
|
||||
int n = 2;
|
||||
|
|
|
@ -35,6 +35,7 @@ void A_PainShootSkull (AActor *self, angle_t angle, const PClass *spawntype)
|
|||
angle_t an;
|
||||
int prestep;
|
||||
|
||||
if (spawntype == NULL) return;
|
||||
if (self->DamageType==NAME_Massacre) return;
|
||||
|
||||
// [RH] check to make sure it's not too close to the ceiling
|
||||
|
|
116
src/p_setup.cpp
116
src/p_setup.cpp
|
@ -1483,8 +1483,122 @@ enum
|
|||
THING_CopyCeilingPlane = 9511,
|
||||
THING_VavoomFloor=1500,
|
||||
THING_VavoomCeiling=1501,
|
||||
THING_VertexFloorZ=1504,
|
||||
THING_VertexCeilingZ=1505,
|
||||
};
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// P_SetSlopesFromVertexHeights
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
static void P_SetSlopesFromVertexHeights(mapthing2_t *firstmt, mapthing2_t *lastmt)
|
||||
{
|
||||
TMap<int, fixed_t> vt_heights[2];
|
||||
mapthing2_t *mt;
|
||||
bool vt_found = false;
|
||||
|
||||
for (mt = firstmt; mt < lastmt; ++mt)
|
||||
{
|
||||
if (mt->type == THING_VertexFloorZ || mt->type == THING_VertexCeilingZ)
|
||||
{
|
||||
for(int i=0; i<numvertexes; i++)
|
||||
{
|
||||
if (vertexes[i].x == mt->x << FRACBITS && vertexes[i].y == mt->y << FRACBITS)
|
||||
{
|
||||
if (mt->type == THING_VertexFloorZ)
|
||||
{
|
||||
vt_heights[0][i] = mt->z << FRACBITS;
|
||||
}
|
||||
else
|
||||
{
|
||||
vt_heights[1][i] = mt->z << FRACBITS;
|
||||
}
|
||||
vt_found = true;
|
||||
}
|
||||
}
|
||||
mt->type = 0;
|
||||
}
|
||||
}
|
||||
if (vt_found)
|
||||
{
|
||||
for (int i = 0; i < numsectors; i++)
|
||||
{
|
||||
sector_t *sec = §ors[i];
|
||||
if (sec->linecount != 3) continue; // only works with triangular sectors
|
||||
|
||||
FVector3 vt1, vt2, vt3, cross;
|
||||
FVector3 vec1, vec2;
|
||||
int vi1, vi2, vi3;
|
||||
|
||||
vi1 = sec->lines[0]->v1 - vertexes;
|
||||
vi2 = sec->lines[0]->v2 - vertexes;
|
||||
vi3 = (sec->lines[1]->v1 == sec->lines[0]->v1 || sec->lines[1]->v1 == sec->lines[0]->v2)?
|
||||
sec->lines[1]->v2 - vertexes : sec->lines[1]->v1 - vertexes;
|
||||
|
||||
vt1.X = FIXED2FLOAT(vertexes[vi1].x);
|
||||
vt1.Y = FIXED2FLOAT(vertexes[vi1].y);
|
||||
vt2.X = FIXED2FLOAT(vertexes[vi2].x);
|
||||
vt2.Y = FIXED2FLOAT(vertexes[vi2].y);
|
||||
vt3.X = FIXED2FLOAT(vertexes[vi3].x);
|
||||
vt3.Y = FIXED2FLOAT(vertexes[vi3].y);
|
||||
|
||||
for(int j=0; j<2; j++)
|
||||
{
|
||||
fixed_t *h1 = vt_heights[j].CheckKey(vi1);
|
||||
fixed_t *h2 = vt_heights[j].CheckKey(vi2);
|
||||
fixed_t *h3 = vt_heights[j].CheckKey(vi3);
|
||||
fixed_t z3;
|
||||
if (h1==NULL && h2==NULL && h3==NULL) continue;
|
||||
|
||||
vt1.Z = FIXED2FLOAT(h1? *h1 : j==0? sec->floortexz : sec->ceilingtexz);
|
||||
vt2.Z = FIXED2FLOAT(h2? *h2 : j==0? sec->floortexz : sec->ceilingtexz);
|
||||
z3 = h3? *h3 : j==0? sec->floortexz : sec->ceilingtexz;
|
||||
vt3.Z = FIXED2FLOAT(z3);
|
||||
|
||||
if (P_PointOnLineSide(vertexes[vi3].x, vertexes[vi3].y, sec->lines[0]) == 0)
|
||||
{
|
||||
vec1 = vt2 - vt3;
|
||||
vec2 = vt1 - vt3;
|
||||
}
|
||||
else
|
||||
{
|
||||
vec1 = vt1 - vt3;
|
||||
vec2 = vt2 - vt3;
|
||||
}
|
||||
|
||||
FVector3 cross = vec1 ^ vec2;
|
||||
|
||||
double len = cross.Length();
|
||||
if (len == 0)
|
||||
{
|
||||
// Only happens when all vertices in this sector are on the same line.
|
||||
// Let's just ignore this case.
|
||||
continue;
|
||||
}
|
||||
cross /= len;
|
||||
|
||||
// Fix backward normals
|
||||
if ((cross.Z < 0 && j == 0) || (cross.Z > 0 && j == 1))
|
||||
{
|
||||
cross = -cross;
|
||||
}
|
||||
|
||||
secplane_t *srcplane = j==0? &sec->floorplane : &sec->ceilingplane;
|
||||
|
||||
srcplane->a = FLOAT2FIXED (cross[0]);
|
||||
srcplane->b = FLOAT2FIXED (cross[1]);
|
||||
srcplane->c = FLOAT2FIXED (cross[2]);
|
||||
srcplane->ic = DivScale32 (1, srcplane->c);
|
||||
srcplane->d = -TMulScale16 (srcplane->a, vertexes[vi3].x,
|
||||
srcplane->b, vertexes[vi3].y,
|
||||
srcplane->c, z3);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// P_SpawnSlopeMakers
|
||||
|
@ -1542,6 +1656,8 @@ static void P_SpawnSlopeMakers (mapthing2_t *firstmt, mapthing2_t *lastmt)
|
|||
mt->type = 0;
|
||||
}
|
||||
}
|
||||
|
||||
P_SetSlopesFromVertexHeights(firstmt, lastmt);
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
|
|
Loading…
Reference in a new issue