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https://github.com/ZDoom/gzdoom-gles.git
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- copied some 3D floor fixes from GZDoom.
- fixed: Crushing polyobject did incomplete checks for blocked moves. SVN r1355 (trunk)
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parent
bf63041585
commit
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6 changed files with 108 additions and 20 deletions
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@ -1,3 +1,7 @@
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January 7, 2009 (Changes by Graf Zahl)
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- copied some 3D floor fixes from GZDoom.
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- fixed: Crushing polyobject did incomplete checks for blocked moves.
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January 5, 2009 (Changes by Graf Zahl)
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- fixed: Parsing of color strings with 6 characters and spaces did not work.
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- fixed: State labels must be evaluated for the state's owner, not the calling actor.
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@ -1562,7 +1562,20 @@ static EIWADType ScanIWAD (const char *iwad)
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}
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else if (lumpsfound[Check_map01])
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{
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if (lumpsfound[Check_redtnt2])
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if (lumpsfound[Check_FreeDoom])
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{
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// Is there a 100% reliable way to tell FreeDoom and FreeDM
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// apart based solely on the lump names?
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if (strstr(iwad, "freedm.wad") || strstr(iwad, "FREEDM.WAD"))
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{
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return IWAD_FreeDM;
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}
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else
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{
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return IWAD_FreeDoom;
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}
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}
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else if (lumpsfound[Check_redtnt2])
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{
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return IWAD_Doom2TNT;
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}
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@ -1583,19 +1596,6 @@ static EIWADType ScanIWAD (const char *iwad)
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return IWAD_HexenDemo;
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}
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}
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else if (lumpsfound[Check_FreeDoom])
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{
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// Is there a 100% reliable way to tell FreeDoom and FreeDM
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// apart based solely on the lump names?
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if (strstr(iwad, "freedm.wad") || strstr(iwad, "FREEDM.WAD"))
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{
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return IWAD_FreeDM;
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}
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else
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{
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return IWAD_FreeDoom;
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}
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}
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else
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{
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return IWAD_Doom2;
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@ -368,6 +368,7 @@ AActor *P_CheckOnmobj (AActor *thing);
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void P_FakeZMovement (AActor *mo);
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bool P_TryMove (AActor* thing, fixed_t x, fixed_t y, bool dropoff, const secplane_t * onfloor, FCheckPosition &tm);
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bool P_TryMove (AActor* thing, fixed_t x, fixed_t y, bool dropoff, const secplane_t * onfloor = NULL);
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bool P_CheckMove(AActor *thing, fixed_t x, fixed_t y);
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bool P_TeleportMove (AActor* thing, fixed_t x, fixed_t y, fixed_t z, bool telefrag); // [RH] Added z and telefrag parameters
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void P_PlayerStartStomp (AActor *actor); // [RH] Stomp on things for a newly spawned player
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void P_SlideMove (AActor* mo, fixed_t tryx, fixed_t tryy, int numsteps);
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@ -221,11 +221,8 @@ void P_FindFloorCeiling (AActor *actor, bool onlyspawnpos)
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fixed_t ff_bottom=rover->bottom.plane->ZatPoint(actor->x, actor->y);
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fixed_t ff_top=rover->top.plane->ZatPoint(actor->x, actor->y);
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fixed_t delta1 = actor->z - (ff_bottom + ((ff_top-ff_bottom)/2));
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fixed_t delta2 = actor->z + (actor->height? actor->height:1) - (ff_bottom + ((ff_top-ff_bottom)/2));
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if (ff_top > actor->floorz && abs(delta1) < abs(delta2)) actor->floorz = ff_top;
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if (ff_bottom < actor->ceilingz && abs(delta1) >= abs(delta2)) actor->ceilingz = ff_bottom;
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if (ff_top > actor->floorz && ff_top < actor->z) actor->floorz = ff_top;
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if (ff_bottom < actor->ceilingz && ff_bottom > actor->z + actor->height) actor->ceilingz = ff_bottom;
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}
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}
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#endif
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@ -1773,6 +1770,90 @@ bool P_TryMove (AActor *thing, fixed_t x, fixed_t y,
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//
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// P_CheckMove
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// Similar to P_TryMove but doesn't actually move the actor. Used for polyobject crushing
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//
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bool P_CheckMove(AActor *thing, fixed_t x, fixed_t y)
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{
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FCheckPosition tm;
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fixed_t newz = thing->z;
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int side;
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int oldside;
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line_t* ld;
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sector_t* oldsec = thing->Sector; // [RH] for sector actions
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sector_t* newsec;
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if (!P_CheckPosition (thing, x, y, tm))
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{
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return false;
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}
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if (thing->flags3 & MF3_FLOORHUGGER)
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{
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newz = tm.floorz;
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}
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else if (thing->flags3 & MF3_CEILINGHUGGER)
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{
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newz = tm.ceilingz - thing->height;
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}
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if (!(thing->flags & MF_NOCLIP))
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{
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if (tm.ceilingz - tm.floorz < thing->height)
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{
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return false;
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}
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if (!(thing->flags & MF_TELEPORT)
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&& tm.ceilingz - newz < thing->height
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&& !(thing->flags3 & MF3_CEILINGHUGGER)
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&& (!(thing->flags2 & MF2_FLY) || !(thing->flags & MF_NOGRAVITY)))
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{
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return false;
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}
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if (thing->flags2 & MF2_FLY && thing->flags & MF_NOGRAVITY)
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{
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if (thing->z+thing->height > tm.ceilingz)
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return false;
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}
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if (!(thing->flags & MF_TELEPORT) && !(thing->flags3 & MF3_FLOORHUGGER))
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{
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if (tm.floorz-newz > thing->MaxStepHeight)
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{ // too big a step up
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return false;
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}
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else if ((thing->flags & MF_MISSILE) && tm.floorz > newz)
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{ // [RH] Don't let normal missiles climb steps
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return false;
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}
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else if (newz < tm.floorz)
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{ // [RH] Check to make sure there's nothing in the way for the step up
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fixed_t savedz = thing->z;
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thing->z = newz = tm.floorz;
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bool good = P_TestMobjZ (thing);
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thing->z = savedz;
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if (!good)
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{
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return false;
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}
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}
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}
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if (thing->flags2 & MF2_CANTLEAVEFLOORPIC
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&& (tm.floorpic != thing->floorpic
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|| tm.floorz - newz != 0))
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{ // must stay within a sector of a certain floor type
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return false;
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}
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}
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return true;
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}
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//
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// SLIDE MOVE
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// Allows the player to slide along any angled walls.
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@ -774,7 +774,7 @@ void ThrustMobj (AActor *actor, seg_t *seg, FPolyObj *po)
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actor->momy += thrustY;
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if (po->crush)
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{
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if (po->bHurtOnTouch || !P_CheckPosition (actor, actor->x + thrustX, actor->y + thrustY))
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if (po->bHurtOnTouch || !P_CheckMove (actor, actor->x + thrustX, actor->y + thrustY))
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{
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P_DamageMobj (actor, NULL, NULL, po->crush, NAME_Crush);
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P_TraceBleed (po->crush, actor);
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@ -456,6 +456,7 @@ void DSectorPlaneInterpolation::Restore()
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sector->ceilingplane.d = bakheight;
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sector->SetPlaneTexZ(sector_t::ceiling, baktexz);
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}
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P_RecalculateAttached3DFloors(sector);
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}
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//==========================================================================
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*pheight = oldheight + FixedMul(bakheight - oldheight, smoothratio);
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sector->SetPlaneTexZ(pos, oldtexz + FixedMul(baktexz - oldtexz, smoothratio));
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P_RecalculateAttached3DFloors(sector);
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}
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//==========================================================================
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