mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-30 16:01:49 +00:00
- removed the one-sided line portals on polyobjects only limitation. Using Eternity's polyportal testmap shows that it expects one-sided crossable portals on non-polyobject walls.
- converted the P_TranslatePortal* functions to use floating point trigonometry. The combination of R_PointToAngle and finesine even created discrepancies with perfectly parallel portals which is just not acceptable. - added a function to FPathTraverse to relocate the trace and restart from the new position. - made P_UseLines portal aware. Traversal through line portals is complete (all types, even teleporters), whether sector portals need better treatment remains to be seen - at the moment it only checks the range at the player's vertical center.
This commit is contained in:
parent
6bcaa51968
commit
2584108200
9 changed files with 133 additions and 64 deletions
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@ -743,6 +743,7 @@ public:
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inline bool IsNoClip2() const;
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void CheckPortalTransition(bool islinked);
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fixedvec3 GetPortalTransition(fixed_t byoffset);
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// What species am I?
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virtual FName GetSpecies();
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@ -820,8 +820,8 @@ bool PIT_CheckLine(FMultiBlockLinesIterator &mit, FMultiBlockLinesIterator::Chec
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if (!ld->backsector)
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{ // One sided line
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// Needed for polyobject portals. Having two-sided lines just for portals on otherwise solid polyobjects is a messy subject.
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if ((cres.line->sidedef[0]->Flags & WALLF_POLYOBJ) && cres.line->isLinePortal())
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// Needed for polyobject portals.
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if (cres.line->isLinePortal())
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{
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spechit_t spec;
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spec.line = ld;
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@ -4731,10 +4731,11 @@ bool P_TalkFacing(AActor *player)
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//
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//==========================================================================
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bool P_UseTraverse(AActor *usething, fixed_t endx, fixed_t endy, bool &foundline)
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bool P_UseTraverse(AActor *usething, fixed_t startx, fixed_t starty, fixed_t endx, fixed_t endy, bool &foundline)
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{
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FPathTraverse it(usething->X(), usething->Y(), endx, endy, PT_ADDLINES | PT_ADDTHINGS);
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FPathTraverse it(startx, starty, endx, endy, PT_ADDLINES | PT_ADDTHINGS);
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intercept_t *in;
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fixedvec3 xpos = { startx, starty, usething->Z() };
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while ((in = it.Next()))
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{
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@ -4754,6 +4755,21 @@ bool P_UseTraverse(AActor *usething, fixed_t endx, fixed_t endy, bool &foundline
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}
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continue;
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}
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if (in->d.line->isLinePortal())
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{
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if (P_PointOnLineSide(xpos.x, xpos.y, in->d.line) == 0)
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{
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FLinePortal *port = in->d.line->getPortal();
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if (port->mType != PORTT_LINKED) // other types will cause problems with
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{
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return true;
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}
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// Also translate the player origin, so that we can use that for checks further below and in P_CheckSwitchRange
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it.PortalRealign(in, PT_ADDLINES | PT_ADDTHINGS, &xpos);
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}
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continue;
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}
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FLineOpening open;
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if (in->d.line->special == 0 || !(in->d.line->activation & (SPAC_Use | SPAC_UseThrough | SPAC_UseBack)))
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@ -4782,7 +4798,7 @@ bool P_UseTraverse(AActor *usething, fixed_t endx, fixed_t endy, bool &foundline
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return true;
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}
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sec = P_PointOnLineSide(usething->X(), usething->Y(), in->d.line) == 0 ?
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sec = P_PointOnLineSide(xpos.x, xpos.y, in->d.line) == 0 ?
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in->d.line->frontsector : in->d.line->backsector;
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if (sec != NULL && sec->SecActTarget &&
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@ -4801,7 +4817,7 @@ bool P_UseTraverse(AActor *usething, fixed_t endx, fixed_t endy, bool &foundline
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continue; // not a special line, but keep checking
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}
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if (P_PointOnLineSide(usething->X(), usething->Y(), in->d.line) == 1)
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if (P_PointOnLineSide(xpos.x, xpos.y, in->d.line) == 1)
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{
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if (!(in->d.line->activation & SPAC_UseBack))
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{
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@ -4811,7 +4827,7 @@ bool P_UseTraverse(AActor *usething, fixed_t endx, fixed_t endy, bool &foundline
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}
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else
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{
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P_ActivateLine(in->d.line, usething, 1, SPAC_UseBack);
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P_ActivateLine(in->d.line, usething, 1, SPAC_UseBack, &xpos);
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return true;
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}
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}
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@ -4822,7 +4838,7 @@ bool P_UseTraverse(AActor *usething, fixed_t endx, fixed_t endy, bool &foundline
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goto blocked; // Line cannot be used from front side so treat it as a non-trigger line
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}
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P_ActivateLine(in->d.line, usething, 0, SPAC_Use);
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P_ActivateLine(in->d.line, usething, 0, SPAC_Use, &xpos);
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//WAS can't use more than one special line in a row
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//jff 3/21/98 NOW multiple use allowed with enabling line flag
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@ -4859,9 +4875,9 @@ bool P_UseTraverse(AActor *usething, fixed_t endx, fixed_t endy, bool &foundline
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//
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//==========================================================================
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bool P_NoWayTraverse(AActor *usething, fixed_t endx, fixed_t endy)
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bool P_NoWayTraverse(AActor *usething, fixed_t startx, fixed_t starty, fixed_t endx, fixed_t endy)
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{
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FPathTraverse it(usething->X(), usething->Y(), endx, endy, PT_ADDLINES);
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FPathTraverse it(startx, starty, endx, endy, PT_ADDLINES);
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intercept_t *in;
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while ((in = it.Next()))
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@ -4872,6 +4888,7 @@ bool P_NoWayTraverse(AActor *usething, fixed_t endx, fixed_t endy)
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// [GrafZahl] de-obfuscated. Was I the only one who was unable to make sense out of
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// this convoluted mess?
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if (ld->special) continue;
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if (ld->isLinePortal()) return false;
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if (ld->flags&(ML_BLOCKING | ML_BLOCKEVERYTHING | ML_BLOCK_PLAYERS)) return true;
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P_LineOpening(open, NULL, ld, it.Trace().x + FixedMul(it.Trace().dx, in->frac),
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it.Trace().y + FixedMul(it.Trace().dy, in->frac));
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@ -4890,12 +4907,16 @@ bool P_NoWayTraverse(AActor *usething, fixed_t endx, fixed_t endy)
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//
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//==========================================================================
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CVAR(Int, userange, 0, 0);
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void P_UseLines(player_t *player)
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{
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bool foundline = false;
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// If the player is transitioning a portal, use the group that is at its vertical center.
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fixedvec2 start = player->mo->GetPortalTransition(player->mo->height / 2);
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// [NS] Now queries the Player's UseRange.
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fixedvec2 end = player->mo->Vec2Angle(player->mo->UseRange, player->mo->angle, true);
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fixedvec2 end = start + Vec2Angle(userange > 0? fixed_t(userange<<FRACBITS) : player->mo->UseRange, player->mo->angle);
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// old code:
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//
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@ -4903,13 +4924,13 @@ void P_UseLines(player_t *player)
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//
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// This added test makes the "oof" sound work on 2s lines -- killough:
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if (!P_UseTraverse(player->mo, end.x, end.y, foundline))
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if (!P_UseTraverse(player->mo, start.x, start.y, end.x, end.y, foundline))
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{ // [RH] Give sector a chance to eat the use
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sector_t *sec = player->mo->Sector;
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int spac = SECSPAC_Use;
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if (foundline) spac |= SECSPAC_UseWall;
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if ((!sec->SecActTarget || !sec->SecActTarget->TriggerAction(player->mo, spac)) &&
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P_NoWayTraverse(player->mo, end.x, end.y))
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P_NoWayTraverse(player->mo, start.x, start.y, end.x, end.y))
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{
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S_Sound(player->mo, CHAN_VOICE, "*usefail", 1, ATTN_IDLE);
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}
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@ -1203,7 +1203,7 @@ void FPathTraverse::AddLineIntercepts(int bx, int by)
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P_MakeDivline (ld, &dl);
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frac = P_InterceptVector (&trace, &dl);
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if (frac < 0 || frac > FRACUNIT) continue; // behind source or beyond end point
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if (frac < startfrac || frac > FRACUNIT) continue; // behind source or beyond end point
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intercept_t newintercept;
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@ -1284,7 +1284,7 @@ void FPathTraverse::AddThingIntercepts (int bx, int by, FBlockThingsIterator &it
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{
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// It's a hit
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fixed_t frac = P_InterceptVector (&trace, &line);
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if (frac < 0)
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if (frac < startfrac)
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{ // behind source
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continue;
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}
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@ -1352,7 +1352,7 @@ void FPathTraverse::AddThingIntercepts (int bx, int by, FBlockThingsIterator &it
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frac = P_InterceptVector (&trace, &dl);
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if (frac >= 0)
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if (frac >= startfrac)
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{
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intercept_t newintercept;
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newintercept.frac = frac;
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@ -1400,7 +1400,7 @@ intercept_t *FPathTraverse::Next()
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//
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//===========================================================================
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void FPathTraverse::init (fixed_t x1, fixed_t y1, fixed_t x2, fixed_t y2, int flags)
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void FPathTraverse::init (fixed_t x1, fixed_t y1, fixed_t x2, fixed_t y2, int flags, fixed_t startfrac)
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{
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fixed_t xt1, xt2;
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fixed_t yt1, yt2;
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validcount++;
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intercept_index = intercepts.Size();
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this->startfrac = startfrac;
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if ( ((x1-bmaporgx)&(MAPBLOCKSIZE-1)) == 0)
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x1 += FRACUNIT; // don't side exactly on a line
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trace.dy = y2 - y1;
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}
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_x1 = (long long)x1 - bmaporgx;
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_y1 = (long long)y1 - bmaporgy;
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_x1 = (long long)x1 + FixedMul(trace.dx, startfrac) - bmaporgx;
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_y1 = (long long)y1 + FixedMul(trace.dy, startfrac) - bmaporgy;
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x1 -= bmaporgx;
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y1 -= bmaporgy;
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xt1 = int(_x1 >> MAPBLOCKSHIFT);
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}
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}
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//===========================================================================
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//
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//
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//
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//===========================================================================
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bool FPathTraverse::PortalRealign(intercept_t *in, int flags, fixedvec3 *optpos)
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{
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if (!in->isaline || !in->d.line->isLinePortal()) return false;
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fixed_t hitx = trace.x;
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fixed_t hity = trace.y;
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fixed_t endx = trace.x + trace.dx;
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fixed_t endy = trace.y + trace.dy;
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line_t *out = in->d.line->getPortalDestination();
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P_TranslatePortalXY(in->d.line, out, hitx, hity);
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P_TranslatePortalXY(in->d.line, out, endx, endy);
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if (optpos != NULL)
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{
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P_TranslatePortalXY(in->d.line, out, optpos->x, optpos->y);
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P_TranslatePortalZ(in->d.line, out, optpos->z);
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}
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intercepts.Resize(intercept_index);
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init(hitx, hity, endx, endy, flags, in->frac);
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return true;
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}
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//===========================================================================
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//
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//
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//
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//===========================================================================
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FPathTraverse::~FPathTraverse()
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{
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intercepts.Resize(intercept_index);
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@ -339,6 +339,7 @@ protected:
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static TArray<intercept_t> intercepts;
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divline_t trace;
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fixed_t startfrac;
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unsigned int intercept_index;
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unsigned int intercept_count;
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unsigned int count;
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@ -354,7 +355,8 @@ public:
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{
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init(x1, y1, x2, y2, flags);
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}
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void init(fixed_t x1, fixed_t y1, fixed_t x2, fixed_t y2, int flags);
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void init(fixed_t x1, fixed_t y1, fixed_t x2, fixed_t y2, int flags, fixed_t startfrac = 0);
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bool PortalRealign(intercept_t *in, int flags, fixedvec3 *optpos = NULL);
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virtual ~FPathTraverse();
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const divline_t &Trace() const { return trace; }
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};
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@ -394,5 +396,4 @@ fixed_t P_InterceptVector (const divline_t *v2, const divline_t *v1);
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#define PT_COMPATIBLE 4
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#define PT_DELTA 8 // x2,y2 is passed as a delta, not as an endpoint
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#endif
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@ -3286,6 +3286,42 @@ void AActor::SetRoll(angle_t r, bool interpolate)
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}
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fixedvec3 AActor::GetPortalTransition(fixed_t byoffset)
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{
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bool moved = false;
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sector_t *sec = Sector;
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fixed_t testz = Z() + byoffset;
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fixedvec3 pos = Pos();
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while (!sec->PortalBlocksMovement(sector_t::ceiling))
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{
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AActor *port = sec->SkyBoxes[sector_t::ceiling];
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if (testz > port->threshold)
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{
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pos = PosRelative(port->Sector);
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sec = P_PointInSector(pos.x, pos.y);
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moved = true;
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}
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else break;
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}
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if (!moved)
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{
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while (!sec->PortalBlocksMovement(sector_t::floor))
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{
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AActor *port = sec->SkyBoxes[sector_t::floor];
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if (testz <= port->threshold)
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{
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pos = PosRelative(port->Sector);
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sec = P_PointInSector(pos.x, pos.y);
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}
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else break;
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}
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}
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return pos;
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}
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void AActor::CheckPortalTransition(bool islinked)
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{
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bool moved = false;
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@ -201,14 +201,14 @@ bool CheckIfExitIsGood (AActor *self, level_info_t *info)
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//
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//============================================================================
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bool P_ActivateLine (line_t *line, AActor *mo, int side, int activationType)
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bool P_ActivateLine (line_t *line, AActor *mo, int side, int activationType, fixedvec3 *optpos)
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{
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int lineActivation;
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INTBOOL repeat;
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INTBOOL buttonSuccess;
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BYTE special;
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if (!P_TestActivateLine (line, mo, side, activationType))
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if (!P_TestActivateLine (line, mo, side, activationType, optpos))
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{
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return false;
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}
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@ -262,7 +262,7 @@ bool P_ActivateLine (line_t *line, AActor *mo, int side, int activationType)
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//
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//============================================================================
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bool P_TestActivateLine (line_t *line, AActor *mo, int side, int activationType)
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bool P_TestActivateLine (line_t *line, AActor *mo, int side, int activationType, fixedvec3 *optpos)
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{
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int lineActivation = line->activation;
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@ -291,7 +291,7 @@ bool P_TestActivateLine (line_t *line, AActor *mo, int side, int activationType)
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}
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if (activationType == SPAC_Use || activationType == SPAC_UseBack)
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{
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if (!P_CheckSwitchRange(mo, line, side))
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if (!P_CheckSwitchRange(mo, line, side, optpos))
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{
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return false;
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}
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@ -165,8 +165,8 @@ void P_SpawnSpecials (void);
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void P_UpdateSpecials (void);
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// when needed
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bool P_ActivateLine (line_t *ld, AActor *mo, int side, int activationType);
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bool P_TestActivateLine (line_t *ld, AActor *mo, int side, int activationType);
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bool P_ActivateLine (line_t *ld, AActor *mo, int side, int activationType, fixedvec3 *optpos = NULL);
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bool P_TestActivateLine (line_t *ld, AActor *mo, int side, int activationType, fixedvec3 *optpos = NULL);
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bool P_PredictLine (line_t *ld, AActor *mo, int side, int activationType);
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void P_PlayerInSpecialSector (player_t *player, sector_t * sector=NULL);
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@ -404,7 +404,7 @@ void EV_StartLightFading (int tag, int value, int tics);
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#define BUTTONTIME TICRATE // 1 second, in ticks.
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bool P_ChangeSwitchTexture (side_t *side, int useAgain, BYTE special, bool *quest=NULL);
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bool P_CheckSwitchRange(AActor *user, line_t *line, int sideno);
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bool P_CheckSwitchRange(AActor *user, line_t *line, int sideno, fixedvec3 *optpos = NULL);
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//
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// P_PLATS
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@ -112,7 +112,7 @@ static bool P_StartButton (side_t *side, int Where, FSwitchDef *Switch, fixed_t
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//
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//==========================================================================
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bool P_CheckSwitchRange(AActor *user, line_t *line, int sideno)
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bool P_CheckSwitchRange(AActor *user, line_t *line, int sideno, fixedvec3 *optpos)
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{
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// Activated from an empty side -> always succeed
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side_t *side = line->sidedef[sideno];
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@ -140,7 +140,7 @@ bool P_CheckSwitchRange(AActor *user, line_t *line, int sideno)
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P_MakeDivline (line, &dll);
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fixedvec3 pos = user->PosRelative(line);
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fixedvec3 pos = optpos? *optpos : user->PosRelative(line);
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dlu.x = pos.x;
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dlu.y = pos.y;
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dlu.dx = finecosine[user->angle >> ANGLETOFINESHIFT];
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@ -277,7 +277,7 @@ void P_SpawnLinePortal(line_t* line)
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for (int i = 0; i < numlines; i++)
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{
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if (tagManager.GetFirstLineID(&lines[i]) == mytag && lines[i].args[0] == 1)
|
||||
if (tagManager.GetFirstLineID(&lines[i]) == mytag && lines[i].args[0] == 1 && lines[i].special == Line_SetPortal)
|
||||
{
|
||||
line->portalindex = linePortals.Reserve(1);
|
||||
FLinePortal *port = &linePortals.Last();
|
||||
|
@ -323,12 +323,6 @@ void P_UpdatePortal(FLinePortal *port)
|
|||
// Portal has no destination: switch it off
|
||||
port->mFlags = 0;
|
||||
}
|
||||
else if ((port->mOrigin->backsector == NULL && !(port->mOrigin->sidedef[0]->Flags & WALLF_POLYOBJ)) ||
|
||||
(port->mDestination->backsector == NULL && !(port->mOrigin->sidedef[0]->Flags & WALLF_POLYOBJ)))
|
||||
{
|
||||
// disable teleporting capability if a portal is or links to a one-sided wall (unless part of a polyobject.)
|
||||
port->mFlags = PORTF_VISIBLE;
|
||||
}
|
||||
else if (port->mDestination->getPortalDestination() != port->mOrigin)
|
||||
{
|
||||
//portal doesn't link back. This will be a simple teleporter portal.
|
||||
|
@ -562,24 +556,17 @@ void P_TranslatePortalXY(line_t* src, line_t* dst, fixed_t& x, fixed_t& y)
|
|||
// Get the angle between the two linedefs, for rotating
|
||||
// orientation and velocity. Rotate 180 degrees, and flip
|
||||
// the position across the exit linedef, if reversed.
|
||||
angle_t angle =
|
||||
R_PointToAngle2(0, 0, dst->dx, dst->dy) -
|
||||
R_PointToAngle2(0, 0, src->dx, src->dy);
|
||||
|
||||
angle += ANGLE_180;
|
||||
|
||||
// Sine, cosine of angle adjustment
|
||||
fixed_t s = finesine[angle>>ANGLETOFINESHIFT];
|
||||
fixed_t c = finecosine[angle>>ANGLETOFINESHIFT];
|
||||
|
||||
fixed_t tx, ty;
|
||||
double angle = atan2(dst->dy, dst->dx) - atan2(src->dy, src->dx) + M_PI;
|
||||
fixed_t s = FLOAT2FIXED(sin(angle));
|
||||
fixed_t c = FLOAT2FIXED(cos(angle));
|
||||
|
||||
nposx = x - src->v1->x;
|
||||
nposy = y - src->v1->y;
|
||||
|
||||
// Rotate position along normal to match exit linedef
|
||||
tx = FixedMul(nposx, c) - FixedMul(nposy, s);
|
||||
ty = FixedMul(nposy, c) + FixedMul(nposx, s);
|
||||
fixed_t tx = FixedMul(nposx, c) - FixedMul(nposy, s);
|
||||
fixed_t ty = FixedMul(nposy, c) + FixedMul(nposx, s);
|
||||
|
||||
tx += dst->v2->x;
|
||||
ty += dst->v2->y;
|
||||
|
@ -596,15 +583,9 @@ void P_TranslatePortalXY(line_t* src, line_t* dst, fixed_t& x, fixed_t& y)
|
|||
|
||||
void P_TranslatePortalVXVY(line_t* src, line_t* dst, fixed_t& vx, fixed_t& vy)
|
||||
{
|
||||
angle_t angle =
|
||||
R_PointToAngle2(0, 0, dst->dx, dst->dy) -
|
||||
R_PointToAngle2(0, 0, src->dx, src->dy);
|
||||
|
||||
angle += ANGLE_180;
|
||||
|
||||
// Sine, cosine of angle adjustment
|
||||
fixed_t s = finesine[angle>>ANGLETOFINESHIFT];
|
||||
fixed_t c = finecosine[angle>>ANGLETOFINESHIFT];
|
||||
double angle = atan2(dst->dy, dst->dx) - atan2(src->dy, src->dx) + M_PI;
|
||||
fixed_t s = FLOAT2FIXED(sin(angle));
|
||||
fixed_t c = FLOAT2FIXED(cos(angle));
|
||||
|
||||
fixed_t orig_velx = vx;
|
||||
fixed_t orig_vely = vy;
|
||||
|
@ -626,12 +607,7 @@ void P_TranslatePortalAngle(line_t* src, line_t* dst, angle_t& angle)
|
|||
// Get the angle between the two linedefs, for rotating
|
||||
// orientation and velocity. Rotate 180 degrees, and flip
|
||||
// the position across the exit linedef, if reversed.
|
||||
angle_t xangle =
|
||||
R_PointToAngle2(0, 0, dst->dx, dst->dy) -
|
||||
R_PointToAngle2(0, 0, src->dx, src->dy);
|
||||
|
||||
xangle += ANGLE_180;
|
||||
angle += xangle;
|
||||
angle += RAD2ANGLE(atan2(dst->dy, dst->dx) - atan2(src->dy, src->dx)) + ANGLE_180;
|
||||
}
|
||||
|
||||
//============================================================================
|
||||
|
|
Loading…
Reference in a new issue