- fixed: MF3_DONTSPLASH disabled all terrain effects, not just the splash.

Untested for now because the report came without any example to check it with.
This commit is contained in:
Christoph Oelckers 2018-06-02 12:10:06 +02:00
parent 58f4af6ded
commit 0c5a47ac90

View file

@ -6504,9 +6504,6 @@ DEFINE_ACTION_FUNCTION(AActor, GetFloorTerrain)
bool P_HitWater (AActor * thing, sector_t * sec, const DVector3 &pos, bool checkabove, bool alert, bool force)
{
if (thing->flags3 & MF3_DONTSPLASH)
return false;
if (thing->player && (thing->player->cheats & CF_PREDICTING))
return false;
@ -6595,48 +6592,51 @@ foundone:
if (thing->Mass < 10)
smallsplash = true;
if (smallsplash && splash->SmallSplash)
if (!(thing->flags3 & MF3_DONTSPLASH))
{
mo = Spawn (splash->SmallSplash, pos, ALLOW_REPLACE);
if (mo) mo->Floorclip += splash->SmallSplashClip;
}
else
{
if (splash->SplashChunk)
if (smallsplash && splash->SmallSplash)
{
mo = Spawn (splash->SplashChunk, pos, ALLOW_REPLACE);
mo->target = thing;
if (splash->ChunkXVelShift != 255)
mo = Spawn(splash->SmallSplash, pos, ALLOW_REPLACE);
if (mo) mo->Floorclip += splash->SmallSplashClip;
}
else
{
if (splash->SplashChunk)
{
mo->Vel.X = (pr_chunk.Random2() << splash->ChunkXVelShift) / 65536.;
mo = Spawn(splash->SplashChunk, pos, ALLOW_REPLACE);
mo->target = thing;
if (splash->ChunkXVelShift != 255)
{
mo->Vel.X = (pr_chunk.Random2() << splash->ChunkXVelShift) / 65536.;
}
if (splash->ChunkYVelShift != 255)
{
mo->Vel.Y = (pr_chunk.Random2() << splash->ChunkYVelShift) / 65536.;
}
mo->Vel.Z = splash->ChunkBaseZVel + (pr_chunk() << splash->ChunkZVelShift) / 65536.;
}
if (splash->ChunkYVelShift != 255)
if (splash->SplashBase)
{
mo->Vel.Y = (pr_chunk.Random2() << splash->ChunkYVelShift) / 65536.;
mo = Spawn(splash->SplashBase, pos, ALLOW_REPLACE);
}
if (thing->player && !splash->NoAlert && alert)
{
P_NoiseAlert(thing, thing, true);
}
mo->Vel.Z = splash->ChunkBaseZVel + (pr_chunk() << splash->ChunkZVelShift) / 65536.;
}
if (splash->SplashBase)
if (mo)
{
mo = Spawn (splash->SplashBase, pos, ALLOW_REPLACE);
S_Sound(mo, CHAN_ITEM, smallsplash ?
splash->SmallSplashSound : splash->NormalSplashSound,
1, ATTN_IDLE);
}
if (thing->player && !splash->NoAlert && alert)
else
{
P_NoiseAlert (thing, thing, true);
S_Sound(pos, CHAN_ITEM, smallsplash ?
splash->SmallSplashSound : splash->NormalSplashSound,
1, ATTN_IDLE);
}
}
if (mo)
{
S_Sound (mo, CHAN_ITEM, smallsplash ?
splash->SmallSplashSound : splash->NormalSplashSound,
1, ATTN_IDLE);
}
else
{
S_Sound (pos, CHAN_ITEM, smallsplash ?
splash->SmallSplashSound : splash->NormalSplashSound,
1, ATTN_IDLE);
}
// Don't let deep water eat missiles
return plane == &sec->floorplane ? Terrains[terrainnum].IsLiquid : false;
@ -6676,9 +6676,6 @@ bool P_HitFloor (AActor *thing)
return false;
}
if (thing->flags3 & MF3_DONTSPLASH)
return false;
// don't splash if landing on the edge above water/lava/etc....
DVector3 pos;
for (m = thing->touching_sectorlist; m; m = m->m_tnext)