mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-10 23:01:59 +00:00
- fixed coordinate correctness issues with P_CheckFor3DFloor/CeilingHit.
This commit is contained in:
parent
60966f472f
commit
3532dd9ea1
4 changed files with 13 additions and 11 deletions
|
@ -48,6 +48,8 @@
|
|||
#include "p_spec.h"
|
||||
#include "r_data/colormaps.h"
|
||||
|
||||
EXTERN_CVAR(Int, vid_renderer)
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// 3D Floors
|
||||
|
@ -356,7 +358,7 @@ void P_PlayerOnSpecial3DFloor(player_t* player)
|
|||
// Checks whether the player's feet touch a solid 3D floor in the sector
|
||||
//
|
||||
//==========================================================================
|
||||
bool P_CheckFor3DFloorHit(AActor * mo)
|
||||
bool P_CheckFor3DFloorHit(AActor * mo, double z)
|
||||
{
|
||||
if ((mo->player && (mo->player->cheats & CF_PREDICTING))) return false;
|
||||
|
||||
|
@ -366,7 +368,7 @@ bool P_CheckFor3DFloorHit(AActor * mo)
|
|||
|
||||
if(rover->flags & FF_SOLID && rover->model->SecActTarget)
|
||||
{
|
||||
if(mo->Z() == rover->top.plane->ZatPoint(mo))
|
||||
if (fabs(z - rover->top.plane->ZatPoint(mo)) < EQUAL_EPSILON)
|
||||
{
|
||||
rover->model->SecActTarget->TriggerAction (mo, SECSPAC_HitFloor);
|
||||
return true;
|
||||
|
@ -382,7 +384,7 @@ bool P_CheckFor3DFloorHit(AActor * mo)
|
|||
// Checks whether the player's head touches a solid 3D floor in the sector
|
||||
//
|
||||
//==========================================================================
|
||||
bool P_CheckFor3DCeilingHit(AActor * mo)
|
||||
bool P_CheckFor3DCeilingHit(AActor * mo, double z)
|
||||
{
|
||||
if ((mo->player && (mo->player->cheats & CF_PREDICTING))) return false;
|
||||
|
||||
|
@ -392,7 +394,7 @@ bool P_CheckFor3DCeilingHit(AActor * mo)
|
|||
|
||||
if(rover->flags & FF_SOLID && rover->model->SecActTarget)
|
||||
{
|
||||
if(mo->Top() == rover->bottom.plane->ZatPoint(mo))
|
||||
if(fabs(z - rover->bottom.plane->ZatPoint(mo)) < EQUAL_EPSILON)
|
||||
{
|
||||
rover->model->SecActTarget->TriggerAction (mo, SECSPAC_HitCeiling);
|
||||
return true;
|
||||
|
|
|
@ -122,8 +122,8 @@ struct lightlist_t
|
|||
class player_s;
|
||||
void P_PlayerOnSpecial3DFloor(player_t* player);
|
||||
|
||||
bool P_CheckFor3DFloorHit(AActor * mo);
|
||||
bool P_CheckFor3DCeilingHit(AActor * mo);
|
||||
bool P_CheckFor3DFloorHit(AActor * mo, double z);
|
||||
bool P_CheckFor3DCeilingHit(AActor * mo, double z);
|
||||
void P_Recalculate3DFloors(sector_t *);
|
||||
void P_RecalculateAttached3DFloors(sector_t * sec);
|
||||
void P_RecalculateLights(sector_t *sector);
|
||||
|
|
|
@ -587,7 +587,7 @@ bool P_Move (AActor *actor)
|
|||
{
|
||||
actor->floorsector->SecActTarget->TriggerAction(actor, SECSPAC_HitFloor);
|
||||
}
|
||||
P_CheckFor3DFloorHit(actor);
|
||||
P_CheckFor3DFloorHit(actor, actor->Z());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -2399,7 +2399,7 @@ void P_ZMovement (AActor *mo, double oldfloorz)
|
|||
{ // [RH] Let the sector do something to the actor
|
||||
mo->Sector->SecActTarget->TriggerAction (mo, SECSPAC_HitFloor);
|
||||
}
|
||||
P_CheckFor3DFloorHit(mo);
|
||||
P_CheckFor3DFloorHit(mo, mo->floorz);
|
||||
// [RH] Need to recheck this because the sector action might have
|
||||
// teleported the actor so it is no longer below the floor.
|
||||
if (mo->Z() <= mo->floorz)
|
||||
|
@ -2499,7 +2499,7 @@ void P_ZMovement (AActor *mo, double oldfloorz)
|
|||
{ // [RH] Let the sector do something to the actor
|
||||
mo->Sector->SecActTarget->TriggerAction (mo, SECSPAC_HitCeiling);
|
||||
}
|
||||
P_CheckFor3DCeilingHit(mo);
|
||||
P_CheckFor3DCeilingHit(mo, mo->ceilingz);
|
||||
// [RH] Need to recheck this because the sector action might have
|
||||
// teleported the actor so it is no longer above the ceiling.
|
||||
if (mo->Top() > mo->ceilingz)
|
||||
|
@ -3861,11 +3861,11 @@ void AActor::CheckSectorTransition(sector_t *oldsec)
|
|||
}
|
||||
if (Z() == floorz)
|
||||
{
|
||||
P_CheckFor3DFloorHit(this);
|
||||
P_CheckFor3DFloorHit(this, Z());
|
||||
}
|
||||
if (Top() == ceilingz)
|
||||
{
|
||||
P_CheckFor3DCeilingHit(this);
|
||||
P_CheckFor3DCeilingHit(this, Top());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue