- fixed coordinate correctness issues with P_CheckFor3DFloor/CeilingHit.

This commit is contained in:
Christoph Oelckers 2016-04-20 13:17:52 +02:00
parent 60966f472f
commit 3532dd9ea1
4 changed files with 13 additions and 11 deletions

View file

@ -48,6 +48,8 @@
#include "p_spec.h" #include "p_spec.h"
#include "r_data/colormaps.h" #include "r_data/colormaps.h"
EXTERN_CVAR(Int, vid_renderer)
//========================================================================== //==========================================================================
// //
// 3D Floors // 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 // 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; 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(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); rover->model->SecActTarget->TriggerAction (mo, SECSPAC_HitFloor);
return true; 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 // 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; 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(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); rover->model->SecActTarget->TriggerAction (mo, SECSPAC_HitCeiling);
return true; return true;

View file

@ -122,8 +122,8 @@ struct lightlist_t
class player_s; class player_s;
void P_PlayerOnSpecial3DFloor(player_t* player); void P_PlayerOnSpecial3DFloor(player_t* player);
bool P_CheckFor3DFloorHit(AActor * mo); bool P_CheckFor3DFloorHit(AActor * mo, double z);
bool P_CheckFor3DCeilingHit(AActor * mo); bool P_CheckFor3DCeilingHit(AActor * mo, double z);
void P_Recalculate3DFloors(sector_t *); void P_Recalculate3DFloors(sector_t *);
void P_RecalculateAttached3DFloors(sector_t * sec); void P_RecalculateAttached3DFloors(sector_t * sec);
void P_RecalculateLights(sector_t *sector); void P_RecalculateLights(sector_t *sector);

View file

@ -587,7 +587,7 @@ bool P_Move (AActor *actor)
{ {
actor->floorsector->SecActTarget->TriggerAction(actor, SECSPAC_HitFloor); actor->floorsector->SecActTarget->TriggerAction(actor, SECSPAC_HitFloor);
} }
P_CheckFor3DFloorHit(actor); P_CheckFor3DFloorHit(actor, actor->Z());
} }
} }
} }

View file

@ -2399,7 +2399,7 @@ void P_ZMovement (AActor *mo, double oldfloorz)
{ // [RH] Let the sector do something to the actor { // [RH] Let the sector do something to the actor
mo->Sector->SecActTarget->TriggerAction (mo, SECSPAC_HitFloor); 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 // [RH] Need to recheck this because the sector action might have
// teleported the actor so it is no longer below the floor. // teleported the actor so it is no longer below the floor.
if (mo->Z() <= mo->floorz) 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 { // [RH] Let the sector do something to the actor
mo->Sector->SecActTarget->TriggerAction (mo, SECSPAC_HitCeiling); 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 // [RH] Need to recheck this because the sector action might have
// teleported the actor so it is no longer above the ceiling. // teleported the actor so it is no longer above the ceiling.
if (mo->Top() > mo->ceilingz) if (mo->Top() > mo->ceilingz)
@ -3861,11 +3861,11 @@ void AActor::CheckSectorTransition(sector_t *oldsec)
} }
if (Z() == floorz) if (Z() == floorz)
{ {
P_CheckFor3DFloorHit(this); P_CheckFor3DFloorHit(this, Z());
} }
if (Top() == ceilingz) if (Top() == ceilingz)
{ {
P_CheckFor3DCeilingHit(this); P_CheckFor3DCeilingHit(this, Top());
} }
} }
} }