Player prediction fixes in PIT_CheckThing

Player prediction could end up executing functions for TOUCHY things or
modify velocities when BLASTED, among other things.
This commit is contained in:
Edward Richardson 2014-03-15 04:15:30 +13:00
parent 55362d2296
commit 40771d22a5

View file

@ -914,34 +914,34 @@ bool PIT_CheckThing (AActor *thing, FCheckPosition &tm)
} }
} }
// touchy object is alive, toucher is solid if (tm.thing->player == NULL || !(tm.thing->player->cheats & CF_PREDICTING))
if (thing->flags6 & MF6_TOUCHY && tm.thing->flags & MF_SOLID && thing->health > 0 &&
// Thing is an armed mine or a sentient thing
(thing->flags6 & MF6_ARMED || thing->IsSentient()) &&
// either different classes or players
(thing->player || thing->GetClass() != tm.thing->GetClass()) &&
// or different species if DONTHARMSPECIES
(!(thing->flags6 & MF6_DONTHARMSPECIES) || thing->GetSpecies() != tm.thing->GetSpecies()) &&
// touches vertically
thing->z + thing->height >= tm.thing->z && tm.thing->z + tm.thing->height >= thing->z &&
// prevents lost souls from exploding when fired by pain elementals
(thing->master != tm.thing && tm.thing->master != thing))
// Difference with MBF: MBF hardcodes the LS/PE check and lets actors of the same species
// but different classes trigger the touchiness, but that seems less straightforwards.
{ {
thing->flags6 &= ~MF6_ARMED; // Disarm // touchy object is alive, toucher is solid
P_DamageMobj (thing, NULL, NULL, thing->health, NAME_None, DMG_FORCED); // kill object if (thing->flags6 & MF6_TOUCHY && tm.thing->flags & MF_SOLID && thing->health > 0 &&
return true; // Thing is an armed mine or a sentient thing
} (thing->flags6 & MF6_ARMED || thing->IsSentient()) &&
// either different classes or players
(thing->player || thing->GetClass() != tm.thing->GetClass()) &&
// or different species if DONTHARMSPECIES
(!(thing->flags6 & MF6_DONTHARMSPECIES) || thing->GetSpecies() != tm.thing->GetSpecies()) &&
// touches vertically
thing->z + thing->height >= tm.thing->z && tm.thing->z + tm.thing->height >= thing->z &&
// prevents lost souls from exploding when fired by pain elementals
(thing->master != tm.thing && tm.thing->master != thing))
// Difference with MBF: MBF hardcodes the LS/PE check and lets actors of the same species
// but different classes trigger the touchiness, but that seems less straightforwards.
{
thing->flags6 &= ~MF6_ARMED; // Disarm
P_DamageMobj(thing, NULL, NULL, thing->health, NAME_None, DMG_FORCED); // kill object
return true;
}
// Check for MF6_BUMPSPECIAL // Check for MF6_BUMPSPECIAL
// By default, only players can activate things by bumping into them // By default, only players can activate things by bumping into them
if ((thing->flags6 & MF6_BUMPSPECIAL) && ((tm.thing->player != NULL) if ((thing->flags6 & MF6_BUMPSPECIAL) && ((tm.thing->player != NULL)
|| ((thing->activationtype & THINGSPEC_MonsterTrigger) && (tm.thing->flags3 & MF3_ISMONSTER)) || ((thing->activationtype & THINGSPEC_MonsterTrigger) && (tm.thing->flags3 & MF3_ISMONSTER))
|| ((thing->activationtype & THINGSPEC_MissileTrigger) && (tm.thing->flags & MF_MISSILE)) || ((thing->activationtype & THINGSPEC_MissileTrigger) && (tm.thing->flags & MF_MISSILE))
) && (level.maptime > thing->lastbump)) // Leave the bumper enough time to go away ) && (level.maptime > thing->lastbump)) // Leave the bumper enough time to go away
{
if (tm.thing->player == NULL || !(tm.thing->player->cheats & CF_PREDICTING))
{ {
if (P_ActivateThingSpecial(thing, tm.thing)) if (P_ActivateThingSpecial(thing, tm.thing))
thing->lastbump = level.maptime + TICRATE; thing->lastbump = level.maptime + TICRATE;
@ -955,6 +955,17 @@ bool PIT_CheckThing (AActor *thing, FCheckPosition &tm)
tm.thing->BlockingMobj = NULL; tm.thing->BlockingMobj = NULL;
return res; return res;
} }
// [ED850] Player Prediction ends here. There is nothing else they could/should do.
if (tm.thing->player != NULL && (tm.thing->player->cheats & CF_PREDICTING))
{
solid = (thing->flags & MF_SOLID) &&
!(thing->flags & MF_NOCLIP) &&
((tm.thing->flags & MF_SOLID) || (tm.thing->flags6 & MF6_BLOCKEDBYSOLIDACTORS));
return !solid || unblocking;
}
// Check for blasted thing running into another // Check for blasted thing running into another
if ((tm.thing->flags2 & MF2_BLASTED) && (thing->flags & MF_SHOOTABLE)) if ((tm.thing->flags2 & MF2_BLASTED) && (thing->flags & MF_SHOOTABLE))
{ {
@ -1203,8 +1214,7 @@ bool PIT_CheckThing (AActor *thing, FCheckPosition &tm)
} }
return false; // don't traverse any more return false; // don't traverse any more
} }
if (thing->flags2 & MF2_PUSHABLE && !(tm.thing->flags2 & MF2_CANNOTPUSH) && if (thing->flags2 & MF2_PUSHABLE && !(tm.thing->flags2 & MF2_CANNOTPUSH))
(tm.thing->player == NULL || !(tm.thing->player->cheats & CF_PREDICTING)))
{ // Push thing { // Push thing
if (thing->lastpush != tm.PushTime) if (thing->lastpush != tm.PushTime)
{ {