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- In P_SpawnMapThing(), pass the same flags to P_FindFloorCeiling() as the respawn functions do.
- Rename FFCF_3DMIDTEXRESTRICT to FF_3DRESTRICT and make it work with 3D floors too. SVN r3562 (trunk)
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f19a6a2a29
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280ca05554
7 changed files with 13 additions and 13 deletions
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@ -385,7 +385,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_RestoreSpecialPosition)
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}
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}
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// Redo floor/ceiling check, in case of 3D floors
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P_FindFloorCeiling(self, FFCF_SAMESECTOR | FFCF_ONLY3DFLOORS | FFCF_3DMIDTEXRESTRICT);
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P_FindFloorCeiling(self, FFCF_SAMESECTOR | FFCF_ONLY3DFLOORS | FFCF_3DRESTRICT);
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if (self->z < self->floorz)
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{ // Do not reappear under the floor, even if that's where we were for the
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// initial spawn.
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@ -691,7 +691,7 @@ lightlist_t * P_GetPlaneLight(sector_t * sector, secplane_t * plane, bool unders
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//==========================================================================
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void P_LineOpening_XFloors (FLineOpening &open, AActor * thing, const line_t *linedef,
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fixed_t x, fixed_t y, fixed_t refx, fixed_t refy)
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fixed_t x, fixed_t y, fixed_t refx, fixed_t refy, bool restrict)
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{
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if(thing)
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{
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@ -737,7 +737,7 @@ void P_LineOpening_XFloors (FLineOpening &open, AActor * thing, const line_t *li
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lowestceilingpic = *rover->bottom.texture;
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}
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if(ff_top > highestfloor && delta1 < delta2)
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if(ff_top > highestfloor && delta1 < delta2 && (!restrict || thing->z >= ff_top))
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{
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highestfloor = ff_top;
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highestfloorpic = *rover->top.texture;
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@ -137,7 +137,7 @@ void P_Spawn3DFloors( void );
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struct FLineOpening;
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void P_LineOpening_XFloors (FLineOpening &open, AActor * thing, const line_t *linedef,
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fixed_t x, fixed_t y, fixed_t refx, fixed_t refy);
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fixed_t x, fixed_t y, fixed_t refx, fixed_t refy, bool restrict);
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secplane_t P_FindFloorPlane(sector_t * sector, fixed_t x, fixed_t y, fixed_t z);
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int P_Find3DFloor(sector_t * sec, fixed_t x, fixed_t y, fixed_t z, bool above, bool floor, fixed_t &cmpz);
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@ -170,7 +170,7 @@ inline void P_Spawn3DFloors( void ) {}
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struct FLineOpening;
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inline void P_LineOpening_XFloors (FLineOpening &open, AActor * thing, const line_t *linedef,
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fixed_t x, fixed_t y, fixed_t refx, fixed_t refy) {}
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fixed_t x, fixed_t y, fixed_t refx, fixed_t refy, bool restrict) {}
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//secplane_t P_FindFloorPlane(sector_t * sector, fixed_t x, fixed_t y, fixed_t z){return sector->floorplane;}
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@ -438,7 +438,7 @@ enum
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FFCF_ONLYSPAWNPOS = 1,
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FFCF_SAMESECTOR = 2,
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FFCF_ONLY3DFLOORS = 4, // includes 3D midtexes
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FFCF_3DMIDTEXRESTRICT = 8, // ignore 3D midtex's whose floorz are above thing's z
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FFCF_3DRESTRICT = 8, // ignore 3D midtexes and floors whose floorz are above thing's z
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};
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void P_FindFloorCeiling (AActor *actor, int flags=0);
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@ -203,13 +203,13 @@ void P_GetFloorCeilingZ(FCheckPosition &tmf, int flags)
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if (ff_top > tmf.floorz)
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{
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if (ff_top < tmf.z || (tmf.thing != NULL && ff_bottom < tmf.z && ff_top < tmf.z + tmf.thing->MaxStepHeight))
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if (ff_top <= tmf.z || (!(flags && FFCF_3DRESTRICT) && (tmf.thing != NULL && ff_bottom < tmf.z && ff_top < tmf.z + tmf.thing->MaxStepHeight)))
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{
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tmf.dropoffz = tmf.floorz = ff_top;
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tmf.floorpic = *rover->top.texture;
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}
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}
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if (ff_bottom < tmf.ceilingz && ff_bottom > tmf.z + tmf.thing->height)
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if (ff_bottom <= tmf.ceilingz && ff_bottom > tmf.z + tmf.thing->height)
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{
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tmf.ceilingz = ff_bottom;
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tmf.ceilingpic = *rover->bottom.texture;
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@ -235,7 +235,7 @@ void P_FindFloorCeiling (AActor *actor, int flags)
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if (flags & FFCF_ONLYSPAWNPOS)
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{
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flags |= FFCF_3DMIDTEXRESTRICT;
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flags |= FFCF_3DRESTRICT;
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}
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if (!(flags & FFCF_ONLYSPAWNPOS))
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{
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@ -218,13 +218,13 @@ void P_LineOpening (FLineOpening &open, AActor *actor, const line_t *linedef,
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// Check 3D floors
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if (actor != NULL)
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{
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P_LineOpening_XFloors(open, actor, linedef, x, y, refx, refy);
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P_LineOpening_XFloors(open, actor, linedef, x, y, refx, refy, !!(flags & FFCF_3DRESTRICT));
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}
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if (actor != NULL && linedef->frontsector != NULL && linedef->backsector != NULL &&
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linedef->flags & ML_3DMIDTEX)
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{
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open.touchmidtex = P_LineOpening_3dMidtex(actor, linedef, open, !!(flags & FFCF_3DMIDTEXRESTRICT));
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open.touchmidtex = P_LineOpening_3dMidtex(actor, linedef, open, !!(flags & FFCF_3DRESTRICT));
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}
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else
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{
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@ -2487,7 +2487,7 @@ void P_NightmareRespawn (AActor *mobj)
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}
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// If there are 3D floors, we need to find floor/ceiling again.
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P_FindFloorCeiling(mo, FFCF_SAMESECTOR | FFCF_ONLY3DFLOORS | FFCF_3DMIDTEXRESTRICT);
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P_FindFloorCeiling(mo, FFCF_SAMESECTOR | FFCF_ONLY3DFLOORS | FFCF_3DRESTRICT);
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if (z == ONFLOORZ)
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{
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@ -4519,7 +4519,7 @@ AActor *P_SpawnMapThing (FMapThing *mthing, int position)
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mobj->SpawnPoint[2] = mthing->z;
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mobj->SpawnAngle = mthing->angle;
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mobj->SpawnFlags = mthing->flags;
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P_FindFloorCeiling(mobj, FFCF_ONLYSPAWNPOS);
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P_FindFloorCeiling(mobj, FFCF_SAMESECTOR | FFCF_ONLY3DFLOORS | FFCF_3DRESTRICT);
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if (!(mobj->flags2 & MF2_ARGSDEFINED))
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{
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