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