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https://github.com/ZDoom/gzdoom-gles.git
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Merge branch 'master' of https://github.com/rheit/zdoom
This commit is contained in:
commit
4781b73d5b
5 changed files with 75 additions and 16 deletions
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@ -33,8 +33,9 @@ struct FCheckPosition
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AActor *stepthing;
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// [RH] These are used by PIT_CheckThing and P_XYMovement to apply
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// ripping damage once per tic instead of once per move.
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bool DoRipping;
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TMap<AActor*, bool> LastRipped;
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bool DoRipping;
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bool portalstep;
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int PushTime;
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@ -538,15 +538,31 @@ bool P_Move (AActor *actor)
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tm.FromPMove = true;
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try_ok = true;
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for(int i=1; i < steps; i++)
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{
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try_ok = P_TryMove(actor, DVector2(origx + deltax * i / steps, origy + deltay * i / steps), dropoff, NULL, tm);
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if (!try_ok) break;
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}
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DVector2 start = { origx, origy };
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DVector2 move = { deltax, deltay };
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DAngle oldangle = actor->Angles.Yaw;
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// killough 3/15/98: don't jump over dropoffs:
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if (try_ok) try_ok = P_TryMove (actor, DVector2(tryx, tryy), dropoff, NULL, tm);
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try_ok = true;
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for (int i = 1; i <= steps; i++)
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{
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DVector2 ptry = start + move * i / steps;
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// killough 3/15/98: don't jump over dropoffs:
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try_ok = P_TryMove(actor, ptry, dropoff, NULL, tm);
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if (!try_ok) break;
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// Handle portal transitions just like P_XYMovement.
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if (steps > 1 && actor->Pos().XY() != ptry)
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{
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DAngle anglediff = deltaangle(oldangle, actor->Angles.Yaw);
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if (anglediff != 0)
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{
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move = move.Rotated(anglediff);
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oldangle = actor->Angles.Yaw;
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}
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start = actor->Pos() - move * i / steps;
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}
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}
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// [GrafZahl] Interpolating monster movement as it is done here just looks bad
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// so make it switchable
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@ -728,6 +728,22 @@ bool PIT_CheckLine(FMultiBlockLinesIterator &mit, FMultiBlockLinesIterator::Chec
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// Since a one-sided line does not have an opening there's nothing left to do about it.
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return true;
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}
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// check if the actor can step through the ceiling portal. In this case one-sided lines in the current area should not block
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if (!cres.line->frontsector->PortalBlocksMovement(sector_t::ceiling))
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{
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double portz = cres.line->frontsector->GetPortalPlaneZ(sector_t::ceiling);
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if (tm.thing->Z() < portz && tm.thing->Z() + tm.thing->MaxStepHeight >= portz && tm.floorz < portz)
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{
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tm.floorz = portz;
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tm.floorsector = cres.line->frontsector;
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tm.floorpic = cres.line->sidedef[0]->GetTexture(side_t::mid);
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tm.floorterrain = 0;
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tm.portalstep = true;
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return true;
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}
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}
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if (tm.thing->flags2 & MF2_BLASTED)
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{
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P_DamageMobj(tm.thing, NULL, NULL, tm.thing->Mass >> 5, NAME_Melee);
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@ -1974,6 +1990,7 @@ bool P_TryMove(AActor *thing, const DVector2 &pos,
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sector_t* newsec;
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tm.floatok = false;
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tm.portalstep = false;
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oldz = thing->Z();
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if (onfloor)
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{
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@ -2246,6 +2263,7 @@ bool P_TryMove(AActor *thing, const DVector2 &pos,
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thing->LinkToWorld();
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P_FindFloorCeiling(thing);
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portalcrossed = true;
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tm.portalstep = false;
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}
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else if (!portalcrossed)
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{
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@ -2271,6 +2289,7 @@ bool P_TryMove(AActor *thing, const DVector2 &pos,
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P_FindFloorCeiling(thing);
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thing->ClearInterpolation();
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portalcrossed = true;
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tm.portalstep = false;
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}
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// if this is the current camera we need to store the point where the portal was crossed and the exit
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// so that the renderer can properly calculate an interpolated position along the movement path.
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@ -2410,6 +2429,20 @@ bool P_TryMove(AActor *thing, const DVector2 &pos,
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}
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}
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// If the actor stepped through a ceiling portal we need to reacquire the actual position info after the transition
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if (tm.portalstep)
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{
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DVector3 oldpos = thing->Pos();
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thing->UnlinkFromWorld();
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thing->SetXYZ(thing->PosRelative(thing->Sector->GetOppositePortalGroup(sector_t::ceiling)));
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thing->Prev = thing->Pos() - oldpos;
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thing->Sector = P_PointInSector(thing->Pos());
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thing->PrevPortalGroup = thing->Sector->PortalGroup;
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thing->LinkToWorld();
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P_FindFloorCeiling(thing);
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}
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// [RH] If changing sectors, trigger transitions
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thing->CheckSectorTransition(oldsec);
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thing->flags6 &= ~MF6_INTRYMOVE;
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@ -2117,21 +2117,23 @@ explode:
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if (mo->Pos().XY() != ptry)
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{
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// If the new position does not match the desired position, the player
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// must have gone through a teleporter, so stop moving right now if it
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// was a regular teleporter. If it was a line-to-line or fogless teleporter,
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// the move should continue, but start and move need to change.
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// must have gone through a teleporter or portal.
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if (mo->Vel.X == 0 && mo->Vel.Y == 0)
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{
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// Stop moving right now if it was a regular teleporter.
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step = steps;
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}
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else
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{
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// It was a portal, line-to-line or fogless teleporter, so the move should continue.
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// For that we need to adjust the start point, and the movement vector.
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DAngle anglediff = deltaangle(oldangle, mo->Angles.Yaw);
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if (anglediff != 0)
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{
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move = move.Rotated(anglediff);
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oldangle = mo->Angles.Yaw; // in case more moves are needed this needs to be updated.
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oldangle = mo->Angles.Yaw;
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}
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start = mo->Pos() - move * step / steps;
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}
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@ -3225,7 +3227,7 @@ DVector3 AActor::GetPortalTransition(double byoffset, sector_t **pSec)
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while (!sec->PortalBlocksMovement(sector_t::ceiling))
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{
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if (testz > sec->GetPortalPlaneZ(sector_t::ceiling))
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if (testz >= sec->GetPortalPlaneZ(sector_t::ceiling))
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{
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pos = PosRelative(sec->GetOppositePortalGroup(sector_t::ceiling));
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sec = P_PointInSector(pos);
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@ -3237,7 +3239,7 @@ DVector3 AActor::GetPortalTransition(double byoffset, sector_t **pSec)
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{
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while (!sec->PortalBlocksMovement(sector_t::floor))
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{
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if (testz <= sec->GetPortalPlaneZ(sector_t::floor))
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if (testz < sec->GetPortalPlaneZ(sector_t::floor))
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{
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pos = PosRelative(sec->GetOppositePortalGroup(sector_t::floor));
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sec = P_PointInSector(pos);
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@ -3256,7 +3258,7 @@ void AActor::CheckPortalTransition(bool islinked)
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bool moved = false;
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while (!Sector->PortalBlocksMovement(sector_t::ceiling))
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{
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if (Z() > Sector->GetPortalPlaneZ(sector_t::ceiling))
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if (Z() >= Sector->GetPortalPlaneZ(sector_t::ceiling))
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{
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DVector3 oldpos = Pos();
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if (islinked && !moved) UnlinkFromWorld();
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@ -1608,6 +1608,13 @@ TArray<FString> I_GetGogPaths()
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result.Push(path + "/Plutonia");
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}
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// Look for Strife: Veteran Edition
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gamepath = gogregistrypath + "\\1432899949";
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if (QueryPathKey(HKEY_LOCAL_MACHINE, gamepath.GetChars(), "Path", path))
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{
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result.Push(path); // directly in install folder
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}
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return result;
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}
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