- a few minor fixes.

This commit is contained in:
Christoph Oelckers 2019-02-01 12:31:08 +01:00
parent de24fc2c88
commit 2903025268
5 changed files with 29 additions and 17 deletions

View file

@ -8623,8 +8623,8 @@ scriptwait:
{
screen = screen->target;
}
if (pcd == PCD_ENDHUDMESSAGEBOLD || screen == NULL ||
players[consoleplayer].mo == screen)
if (Level->isPrimaryLevel() && (pcd == PCD_ENDHUDMESSAGEBOLD || screen == NULL ||
players[consoleplayer].mo == screen))
{
int type = Stack[optstart-6];
int id = Stack[optstart-5];

View file

@ -739,7 +739,7 @@ void P_StartConversation (AActor *npc, AActor *pc, bool facetalker, bool saveang
int i;
// Make sure this is actually a player.
if (pc == nullptr || pc->player == nullptr || npc == nullptr || pc->Level != currentUILevel) return;
if (pc == nullptr || pc->player == nullptr || npc == nullptr || !pc->Level->isPrimaryLevel()) return;
auto Level = pc->Level;
// [CW] If an NPC is talking to a PC already, then don't let

View file

@ -631,14 +631,23 @@ void P_DrawRailTrail(AActor *source, TArray<SPortalHit> &portalhits, int color1,
seg.extend = (tempvec - (seg.dir | tempvec) * seg.dir) * 3;
length += seg.length;
// Only consider sound in 2D (for now, anyway)
// [BB] You have to divide by lengthsquared here, not multiply with it.
AActor *mo = players[consoleplayer].camera;
if (source->Level->isPrimaryLevel())
{
// Only consider sound in 2D (for now, anyway)
// [BB] You have to divide by lengthsquared here, not multiply with it.
AActor *mo = players[consoleplayer].camera;
double r = ((seg.start.Y - mo->Y()) * (-seg.dir.Y) - (seg.start.X - mo->X()) * (seg.dir.X)) / (seg.length * seg.length);
r = clamp<double>(r, 0., 1.);
seg.soundpos = seg.start + r * seg.dir;
seg.sounddist = (seg.soundpos - mo->Pos()).LengthSquared();
double r = ((seg.start.Y - mo->Y()) * (-seg.dir.Y) - (seg.start.X - mo->X()) * (seg.dir.X)) / (seg.length * seg.length);
r = clamp<double>(r, 0., 1.);
seg.soundpos = seg.start + r * seg.dir;
seg.sounddist = (seg.soundpos - mo->Pos()).LengthSquared();
}
else
{
// Set to invalid for secondary levels.
seg.soundpos = {0,0};
seg.sounddist = -1;
}
trail.Push(seg);
}
@ -647,7 +656,7 @@ void P_DrawRailTrail(AActor *source, TArray<SPortalHit> &portalhits, int color1,
if (steps)
{
if (!(flags & RAF_SILENT))
if (!(flags & RAF_SILENT) && source->Level->isPrimaryLevel())
{
FSoundID sound;

View file

@ -997,7 +997,7 @@ void P_RandomChaseDir (AActor *actor)
if (actor->FriendPlayer != 0)
{
player = players[i = actor->FriendPlayer - 1].mo;
player = actor->Level->Players[i = actor->FriendPlayer - 1]->mo;
}
else
{
@ -1600,7 +1600,7 @@ int P_LookForPlayers (AActor *actor, INTBOOL allaround, FLookExParams *params)
actor->IsFriend(p->mo) &&
(anyone || P_IsVisible(actor, p->mo, allaround)))
{
actor->target = players[c].mo;
actor->target = Level->Players[c]->mo;
// killough 12/98:
// get out of refiring loop, to avoid hitting player accidentally

View file

@ -1040,22 +1040,25 @@ bool AActor::IsInsideVisibleAngles() const
//
// Returns true if this actor should be seen by the console player.
//
// Not that even for secondary maps this must check the real player!
//
//============================================================================
bool AActor::IsVisibleToPlayer() const
{
auto &p = players[consoleplayer];
// [BB] Safety check. This should never be NULL. Nevertheless, we return true to leave the default ZDoom behavior unaltered.
if ( players[consoleplayer].camera == NULL )
if ( p.camera == nullptr )
return true;
if (VisibleToTeam != 0 && teamplay &&
(signed)(VisibleToTeam-1) != players[consoleplayer].userinfo.GetTeam() )
(signed)(VisibleToTeam-1) != p.userinfo.GetTeam() )
return false;
auto &vis = GetInfo()->VisibleToPlayerClass;
if (vis.Size() == 0) return true; // early out for the most common case.
const player_t* pPlayer = players[consoleplayer].camera->player;
const player_t* pPlayer = p.camera->player;
if (pPlayer)
{