mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-12-01 00:21:35 +00:00
- made adjustments to P_LineAttack and P_RailAttack to deal with altered angles by passing through a non-parallel portal.
- fixed: P_FindFloorCeiling set the floorsector for a new ceilingheight. Note: P_DrawRailTrail still needs to be changed, at the moment rail trails through portals will not work correctly.
This commit is contained in:
parent
90553bb61c
commit
5175d56129
13 changed files with 187 additions and 168 deletions
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@ -829,6 +829,11 @@ public:
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return R_PointToAngle2(X(), Y(), otherx, othery);
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}
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fixed_t AngleTo(fixedvec2 other)
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{
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return R_PointToAngle2(X(), Y(), other.x, other.y);
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}
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// 'absolute' is reserved for a linked portal implementation which needs
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// to distinguish between portal-aware and portal-unaware distance calculation.
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fixed_t AproxDistance(AActor *other, bool absolute = false)
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@ -112,30 +112,56 @@ struct fixedvec3
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return *this;
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}
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fixedvec3 &operator -=(const fixedvec2 &other)
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{
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x -= other.x;
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y -= other.y;
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return *this;
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}
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fixedvec3 &operator -=(const fixedvec3 &other)
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{
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x -= other.x;
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y -= other.y;
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z -= other.z;
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return *this;
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}
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operator fixedvec2()
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{
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fixedvec2 ret = { x, y };
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return ret;
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return { x, y };
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}
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};
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inline fixedvec2 operator +(const fixedvec2 &v1, const fixedvec2 &v2)
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{
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fixedvec2 v = { v1.x + v2.x, v1.y + v2.y };
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return v;
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return { v1.x + v2.x, v1.y + v2.y };
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}
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inline fixedvec2 operator -(const fixedvec2 &v1, const fixedvec2 &v2)
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{
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return { v1.x - v2.x, v1.y - v2.y };
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}
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inline fixedvec3 operator +(const fixedvec3 &v1, const fixedvec3 &v2)
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{
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fixedvec3 v = { v1.x + v2.x, v1.y + v2.y, v1.z + v2.z };
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return v;
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return { v1.x + v2.x, v1.y + v2.y, v1.z + v2.z };
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}
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inline fixedvec3 operator +(const fixedvec3 &v1, const fixedvec2 &v2)
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{
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fixedvec3 v = { v1.x + v2.x, v1.y + v2.y, v1.z };
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return v;
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return { v1.x + v2.x, v1.y + v2.y, v1.z };
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}
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inline fixedvec3 operator -(const fixedvec3 &v1, const fixedvec2 &v2)
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{
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return{ v1.x - v2.x, v1.y - v2.y, v1.z };
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}
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inline fixedvec3 operator -(const fixedvec3 &v1, const fixedvec3 &v2)
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{
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return{ v1.x - v2.x, v1.y - v2.y, v1.z - v2.z };
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}
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#define FIXED_MAX (signed)(0x7fffffff)
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@ -2382,9 +2382,7 @@ void Net_DoCommand (int type, BYTE **stream, int player)
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{
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if (trace.HitType == TRACE_HitWall)
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{
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DImpactDecal::StaticCreate (s,
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trace.X, trace.Y, trace.Z,
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trace.Line->sidedef[trace.Side], NULL);
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DImpactDecal::StaticCreate (s, trace.HitPos, trace.Line->sidedef[trace.Side], NULL);
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}
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}
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}
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@ -64,7 +64,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_Tracer)
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return 0;
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// spawn a puff of smoke behind the rocket
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P_SpawnPuff (self, PClass::FindActor(NAME_BulletPuff), self->X(), self->Y(), self->Z(), 0, 3);
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P_SpawnPuff (self, PClass::FindActor(NAME_BulletPuff), self->Pos(), self->angle, self->angle, 3);
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smoke = Spawn ("RevenantTracerSmoke", self->Vec3Offset(-self->velx, -self->vely, 0), ALLOW_REPLACE);
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@ -638,7 +638,7 @@ void DImpactDecal::CheckMax ()
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}
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}
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DImpactDecal *DImpactDecal::StaticCreate (const char *name, fixed_t x, fixed_t y, fixed_t z, side_t *wall, F3DFloor * ffloor, PalEntry color)
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DImpactDecal *DImpactDecal::StaticCreate (const char *name, const fixedvec3 &pos, side_t *wall, F3DFloor * ffloor, PalEntry color)
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{
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if (cl_maxdecals > 0)
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{
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@ -646,13 +646,13 @@ DImpactDecal *DImpactDecal::StaticCreate (const char *name, fixed_t x, fixed_t y
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if (tpl != NULL && (tpl = tpl->GetDecal()) != NULL)
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{
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return StaticCreate (tpl, x, y, z, wall, ffloor, color);
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return StaticCreate (tpl, pos, wall, ffloor, color);
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}
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}
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return NULL;
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}
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DImpactDecal *DImpactDecal::StaticCreate (const FDecalTemplate *tpl, fixed_t x, fixed_t y, fixed_t z, side_t *wall, F3DFloor * ffloor, PalEntry color)
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DImpactDecal *DImpactDecal::StaticCreate (const FDecalTemplate *tpl, const fixedvec3 &pos, side_t *wall, F3DFloor * ffloor, PalEntry color)
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{
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DImpactDecal *decal = NULL;
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if (tpl != NULL && cl_maxdecals > 0 && !(wall->Flags & WALLF_NOAUTODECALS))
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@ -666,16 +666,16 @@ DImpactDecal *DImpactDecal::StaticCreate (const FDecalTemplate *tpl, fixed_t x,
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// apply the custom color as well.
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if (tpl->ShadeColor != tpl_low->ShadeColor) lowercolor=0;
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else lowercolor = color;
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StaticCreate (tpl_low, x, y, z, wall, ffloor, lowercolor);
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StaticCreate (tpl_low, pos, wall, ffloor, lowercolor);
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}
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DImpactDecal::CheckMax();
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decal = new DImpactDecal (z);
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decal = new DImpactDecal (pos.z);
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if (decal == NULL)
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{
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return NULL;
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}
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if (!decal->StickToWall (wall, x, y, ffloor).isValid())
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if (!decal->StickToWall (wall, pos.x, pos.y, ffloor).isValid())
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{
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return NULL;
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}
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@ -692,7 +692,7 @@ DImpactDecal *DImpactDecal::StaticCreate (const FDecalTemplate *tpl, fixed_t x,
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}
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// Spread decal to nearby walls if it does not all fit on this one
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decal->Spread (tpl, wall, x, y, z, ffloor);
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decal->Spread (tpl, wall, pos.x, pos.y, pos.z, ffloor);
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}
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return decal;
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}
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@ -779,22 +779,20 @@ DBaseDecal *ShootDecal(const FDecalTemplate *tpl, AActor *basisactor, sector_t *
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{
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if (permanent)
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{
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decal = new DBaseDecal(trace.Z);
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decal = new DBaseDecal(trace.HitPos.z);
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wall = trace.Line->sidedef[trace.Side];
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decal->StickToWall(wall, trace.X, trace.Y, trace.ffloor);
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decal->StickToWall(wall, trace.HitPos.x, trace.HitPos.y, trace.ffloor);
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tpl->ApplyToDecal(decal, wall);
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// Spread decal to nearby walls if it does not all fit on this one
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if (cl_spreaddecals)
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{
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decal->Spread(tpl, wall, trace.X, trace.Y, trace.Z, trace.ffloor);
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decal->Spread(tpl, wall, trace.HitPos.x, trace.HitPos.y, trace.HitPos.z, trace.ffloor);
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}
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return decal;
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}
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else
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{
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return DImpactDecal::StaticCreate(tpl,
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trace.X, trace.Y, trace.Z,
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trace.Line->sidedef[trace.Side], NULL);
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return DImpactDecal::StaticCreate(tpl, trace.HitPos, trace.Line->sidedef[trace.Side], NULL);
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}
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}
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return NULL;
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@ -63,8 +63,8 @@ public:
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DImpactDecal (fixed_t z);
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DImpactDecal (side_t *wall, const FDecalTemplate *templ);
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static DImpactDecal *StaticCreate (const char *name, fixed_t x, fixed_t y, fixed_t z, side_t *wall, F3DFloor * ffloor, PalEntry color=0);
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static DImpactDecal *StaticCreate (const FDecalTemplate *tpl, fixed_t x, fixed_t y, fixed_t z, side_t *wall, F3DFloor * ffloor, PalEntry color=0);
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static DImpactDecal *StaticCreate (const char *name, const fixedvec3 &pos, side_t *wall, F3DFloor * ffloor, PalEntry color=0);
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static DImpactDecal *StaticCreate (const FDecalTemplate *tpl, const fixedvec3 &pos, side_t *wall, F3DFloor * ffloor, PalEntry color=0);
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void BeginPlay ();
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void Destroy ();
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@ -141,18 +141,18 @@ enum EPuffFlags
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PF_NORANDOMZ = 16
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};
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AActor *P_SpawnPuff (AActor *source, PClassActor *pufftype, fixed_t x, fixed_t y, fixed_t z, angle_t dir, int updown, int flags = 0, AActor *vict = NULL);
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inline AActor *P_SpawnPuff(AActor *source, PClassActor *pufftype, const fixedvec3 &pos, angle_t dir, int updown, int flags = 0, AActor *vict = NULL)
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AActor *P_SpawnPuff (AActor *source, PClassActor *pufftype, fixed_t x, fixed_t y, fixed_t z, angle_t hitdir, angle_t particledir, int updown, int flags = 0, AActor *vict = NULL);
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inline AActor *P_SpawnPuff(AActor *source, PClassActor *pufftype, const fixedvec3 &pos, angle_t hitdir, angle_t particledir, int updown, int flags = 0, AActor *vict = NULL)
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{
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return P_SpawnPuff(source, pufftype, pos.x, pos.y, pos.z, dir, updown, flags, vict);
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return P_SpawnPuff(source, pufftype, pos.x, pos.y, pos.z, hitdir, particledir, updown, flags, vict);
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}
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void P_SpawnBlood (fixed_t x, fixed_t y, fixed_t z, angle_t dir, int damage, AActor *originator);
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inline void P_SpawnBlood(const fixedvec3 &pos, angle_t dir, int damage, AActor *originator)
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{
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P_SpawnBlood(pos.x, pos.y, pos.z, dir, damage, originator);
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}
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void P_BloodSplatter (fixed_t x, fixed_t y, fixed_t z, AActor *originator);
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void P_BloodSplatter2 (fixed_t x, fixed_t y, fixed_t z, AActor *originator);
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void P_BloodSplatter (fixedvec3 pos, AActor *originator);
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void P_BloodSplatter2 (fixedvec3 pos, AActor *originator);
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void P_RipperBlood (AActor *mo, AActor *bleeder);
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int P_GetThingFloorType (AActor *thing);
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void P_ExplodeMissile (AActor *missile, line_t *explodeline, AActor *target);
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@ -328,12 +328,20 @@ enum // P_LineAttack flags
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AActor *P_LineAttack (AActor *t1, angle_t angle, fixed_t distance, int pitch, int damage, FName damageType, PClassActor *pufftype, int flags = 0, FTranslatedLineTarget *victim = NULL, int *actualdamage = NULL);
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AActor *P_LineAttack (AActor *t1, angle_t angle, fixed_t distance, int pitch, int damage, FName damageType, FName pufftype, int flags = 0, FTranslatedLineTarget *victim = NULL, int *actualdamage = NULL);
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void P_TraceBleed (int damage, fixed_t x, fixed_t y, fixed_t z, AActor *target, angle_t angle, int pitch);
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inline void P_TraceBleed(int damage, const fixedvec3 &pos, AActor *target, angle_t angle, int pitch)
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{
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P_TraceBleed(damage, pos.x, pos.y, pos.z, target, angle, pitch);
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}
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void P_TraceBleed (int damage, AActor *target, angle_t angle, int pitch);
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void P_TraceBleed (int damage, AActor *target, AActor *missile); // missile version
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void P_TraceBleed(int damage, FTranslatedLineTarget *t, AActor *puff); // hitscan version
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void P_TraceBleed (int damage, AActor *target); // random direction version
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bool P_HitFloor (AActor *thing);
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bool P_HitWater (AActor *thing, sector_t *sec, fixed_t splashx = FIXED_MIN, fixed_t splashy = FIXED_MIN, fixed_t splashz=FIXED_MIN, bool checkabove = false, bool alert = true, bool force = false);
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inline bool P_HitWater(AActor *thing, sector_t *sec, const fixedvec3 &pos, bool checkabove = false, bool alert = true, bool force = false)
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{
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return P_HitWater(thing, sec, pos.x, pos.y, pos.z, checkabove, alert, force);
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}
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void P_CheckSplash(AActor *self, fixed_t distance);
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void P_RailAttack (AActor *source, int damage, int offset_xy, fixed_t offset_z = 0, int color1 = 0, int color2 = 0, double maxdiff = 0, int flags = 0, PClassActor *puff = NULL, angle_t angleoffset = 0, angle_t pitchoffset = 0, fixed_t distance = 8192*FRACUNIT, int duration = 0, double sparsity = 1.0, double drift = 1.0, PClassActor *spawnclass = NULL, int SpiralOffset = 270); // [RH] Shoot a railgun
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164
src/p_map.cpp
164
src/p_map.cpp
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@ -65,8 +65,7 @@ CVAR(Bool, cl_doautoaim, false, CVAR_ARCHIVE)
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static void CheckForPushSpecial(line_t *line, int side, AActor *mobj, fixedvec2 * posforwindowcheck = NULL);
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static void SpawnShootDecal(AActor *t1, const FTraceResults &trace);
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static void SpawnDeepSplash(AActor *t1, const FTraceResults &trace, AActor *puff,
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fixed_t vx, fixed_t vy, fixed_t vz, fixed_t shootz, bool ffloor = false);
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static void SpawnDeepSplash(AActor *t1, const FTraceResults &trace, AActor *puff);
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static FRandom pr_tracebleed("TraceBleed");
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static FRandom pr_checkthing("CheckThing");
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@ -245,7 +244,7 @@ static bool PIT_FindFloorCeiling(FMultiBlockLinesIterator &mit, FMultiBlockLines
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if (open.top < tmf.ceilingz)
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{
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tmf.ceilingz = open.top;
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if (open.topsec != NULL) tmf.floorsector = open.topsec;
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if (open.topsec != NULL) tmf.ceilingsector = open.topsec;
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if (ffcf_verbose) Printf(" Adjust ceilingz to %f\n", FIXED2FLOAT(open.top));
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mit.StopUp();
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}
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@ -1527,7 +1526,7 @@ bool PIT_CheckThing(FMultiBlockThingsIterator &it, FMultiBlockThingsIterator::Ch
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!(tm.thing->flags3 & MF3_BLOODLESSIMPACT) &&
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(pr_checkthing() < 192))
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{
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P_BloodSplatter(tm.thing->X(), tm.thing->Y(), tm.thing->Z(), thing);
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P_BloodSplatter(tm.thing->Pos(), thing);
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}
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if (!(tm.thing->flags3 & MF3_BLOODLESSIMPACT))
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{
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@ -3667,7 +3666,7 @@ struct aim_t
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void EnterSectorPortal(int position, fixed_t frac, sector_t *entersec, fixed_t newtoppitch, fixed_t newbottompitch)
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{
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AActor *portal = entersec->SkyBoxes[position];
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if (portal == NULL)
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if (position == sector_t::ceiling && portal->threshold < limitz) return;
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else if (position == sector_t::floor && portal->threshold > limitz) return;
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aim_t newtrace = Clone();
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@ -3779,7 +3778,7 @@ struct aim_t
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if (aimdebug)
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Printf("Start AimTraverse, start = %f,%f,%f, vect = %f,%f,%f\n",
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startpos.x / 65536., startpos.y / 65536., startpos.y / 65536.,
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startpos.x / 65536., startpos.y / 65536., startpos.z / 65536.,
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aimtrace.x / 65536., aimtrace.y / 65536.);
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while ((in = it.Next()))
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@ -4102,7 +4101,7 @@ fixed_t P_AimLineAttack(AActor *t1, angle_t angle, fixed_t distance, FTranslated
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//==========================================================================
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//
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//
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// Helper stuff for P_LineAttack
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//
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//==========================================================================
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@ -4231,7 +4230,7 @@ AActor *P_LineAttack(AActor *t1, angle_t angle, fixed_t distance,
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}
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if (puffDefaults != NULL && puffDefaults->flags3 & MF3_ALWAYSPUFF)
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{ // Spawn the puff anyway
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puff = P_SpawnPuff(t1, pufftype, trace.X, trace.Y, trace.Z, angle - ANG180, 2, puffFlags);
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puff = P_SpawnPuff(t1, pufftype, trace.HitPos, trace.SrcAngleToTarget, trace.SrcAngleToTarget, 2, puffFlags);
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}
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else
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{
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@ -4240,21 +4239,19 @@ AActor *P_LineAttack(AActor *t1, angle_t angle, fixed_t distance,
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}
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else
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{
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fixed_t hitx = 0, hity = 0, hitz = 0;
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if (trace.HitType != TRACE_HitActor)
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{
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// position a bit closer for puffs
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if (trace.HitType != TRACE_HitWall || trace.Line->special != Line_Horizon)
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{
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fixed_t closer = trace.Distance - 4 * FRACUNIT;
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fixedvec2 pos = t1->Vec2Offset(FixedMul(vx, closer), FixedMul(vy, closer));
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puff = P_SpawnPuff(t1, pufftype, pos.x, pos.y,
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shootz + FixedMul(vz, closer), angle - ANG90, 0, puffFlags);
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fixedvec2 pos = P_GetOffsetPosition(trace.HitPos.x, trace.HitPos.y, -trace.HitVector.x * 4, -trace.HitVector.y * 4);
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puff = P_SpawnPuff(t1, pufftype, pos.x, pos.y, trace.HitPos.z - trace.HitVector.z * 4, trace.SrcAngleToTarget,
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trace.SrcAngleToTarget - ANGLE_90, 0, puffFlags);
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puff->radius = 1;
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}
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// [RH] Spawn a decal
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if (trace.HitType == TRACE_HitWall && trace.Line->special != Line_Horizon && !(flags & LAF_NOIMPACTDECAL) && !(puffDefaults->flags7 & MF7_NODECAL))
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if (trace.HitType == TRACE_HitWall && trace.Line->special != Line_Horizon && !trace.Line->isVisualPortal() && !(flags & LAF_NOIMPACTDECAL) && !(puffDefaults->flags7 & MF7_NODECAL))
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{
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// [TN] If the actor or weapon has a decal defined, use that one.
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if (t1->DecalGenerator != NULL ||
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@ -4283,7 +4280,7 @@ AActor *P_LineAttack(AActor *t1, angle_t angle, fixed_t distance,
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trace.Sector->heightsec == NULL &&
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trace.HitType == TRACE_HitFloor)
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{
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P_HitWater(puff, trace.Sector, trace.X, trace.Y, trace.Z);
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P_HitWater(puff, trace.Sector, trace.HitPos);
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}
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}
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else
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||||
|
@ -4297,14 +4294,13 @@ AActor *P_LineAttack(AActor *t1, angle_t angle, fixed_t distance,
|
|||
(t1->player->ReadyWeapon->WeaponFlags & WIF_AXEBLOOD));
|
||||
|
||||
// Hit a thing, so it could be either a puff or blood
|
||||
fixed_t dist = trace.Distance;
|
||||
fixedvec3 bleedpos = trace.HitPos;
|
||||
// position a bit closer for puffs/blood if using compatibility mode.
|
||||
if (i_compatflags & COMPATF_HITSCAN) dist -= 10 * FRACUNIT;
|
||||
hitx = t1->X() + FixedMul(vx, dist);
|
||||
hity = t1->Y() + FixedMul(vy, dist);
|
||||
hitz = shootz + FixedMul(vz, dist);
|
||||
|
||||
|
||||
if (i_compatflags & COMPATF_HITSCAN)
|
||||
{
|
||||
fixedvec2 ofs = P_GetOffsetPosition(bleedpos.x, bleedpos.y, -10 * trace.HitVector.x, -10 * trace.HitVector.y);
|
||||
bleedpos -= { ofs.x, ofs.y, -10 * trace.HitVector.z};
|
||||
}
|
||||
|
||||
// Spawn bullet puffs or blood spots, depending on target type.
|
||||
if ((puffDefaults != NULL && puffDefaults->flags3 & MF3_PUFFONACTORS) ||
|
||||
|
@ -4315,7 +4311,7 @@ AActor *P_LineAttack(AActor *t1, angle_t angle, fixed_t distance,
|
|||
puffFlags |= PF_HITTHINGBLEED;
|
||||
|
||||
// We must pass the unreplaced puff type here
|
||||
puff = P_SpawnPuff(t1, pufftype, hitx, hity, hitz, angle - ANG180, 2, puffFlags | PF_HITTHING, trace.Actor);
|
||||
puff = P_SpawnPuff(t1, pufftype, bleedpos, trace.SrcAngleToTarget, trace.SrcAngleToTarget - ANGLE_90, 2, puffFlags | PF_HITTHING, trace.Actor);
|
||||
}
|
||||
|
||||
// Allow puffs to inflict poison damage, so that hitscans can poison, too.
|
||||
|
@ -4341,11 +4337,10 @@ AActor *P_LineAttack(AActor *t1, angle_t angle, fixed_t distance,
|
|||
{
|
||||
// Since the puff is the damage inflictor we need it here
|
||||
// regardless of whether it is displayed or not.
|
||||
puff = P_SpawnPuff(t1, pufftype, hitx, hity, hitz, angle - ANG180, 2, puffFlags | PF_HITTHING | PF_TEMPORARY);
|
||||
puff = P_SpawnPuff(t1, pufftype, bleedpos, 0, 0, 2, puffFlags | PF_HITTHING | PF_TEMPORARY);
|
||||
killPuff = true;
|
||||
}
|
||||
#pragma message("damage angle")
|
||||
newdam = P_DamageMobj(trace.Actor, puff ? puff : t1, t1, damage, damageType, dmgflags);
|
||||
newdam = P_DamageMobj(trace.Actor, puff ? puff : t1, t1, damage, damageType, dmgflags|DMG_USEANGLE, trace.SrcAngleToTarget);
|
||||
if (actualdamage != NULL)
|
||||
{
|
||||
*actualdamage = newdam;
|
||||
|
@ -4357,7 +4352,7 @@ AActor *P_LineAttack(AActor *t1, angle_t angle, fixed_t distance,
|
|||
!(trace.Actor->flags & MF_NOBLOOD) &&
|
||||
!(trace.Actor->flags2 & (MF2_INVULNERABLE | MF2_DORMANT)))
|
||||
{
|
||||
P_SpawnBlood(hitx, hity, hitz, angle - ANG180, newdam > 0 ? newdam : damage, trace.Actor);
|
||||
P_SpawnBlood(bleedpos, trace.SrcAngleToTarget, newdam > 0 ? newdam : damage, trace.Actor);
|
||||
}
|
||||
|
||||
if (damage)
|
||||
|
@ -4369,35 +4364,34 @@ AActor *P_LineAttack(AActor *t1, angle_t angle, fixed_t distance,
|
|||
{
|
||||
if (axeBlood)
|
||||
{
|
||||
P_BloodSplatter2(hitx, hity, hitz, trace.Actor);
|
||||
P_BloodSplatter2(bleedpos, trace.Actor);
|
||||
}
|
||||
if (pr_lineattack() < 192)
|
||||
{
|
||||
P_BloodSplatter(hitx, hity, hitz, trace.Actor);
|
||||
P_BloodSplatter(bleedpos, trace.Actor);
|
||||
}
|
||||
}
|
||||
}
|
||||
// [RH] Stick blood to walls
|
||||
P_TraceBleed(newdam > 0 ? newdam : damage, trace.X, trace.Y, trace.Z,
|
||||
trace.Actor, srcangle, srcpitch);
|
||||
P_TraceBleed(newdam > 0 ? newdam : damage, trace.HitPos,
|
||||
trace.Actor, trace.SrcAngleToTarget, srcpitch);
|
||||
}
|
||||
}
|
||||
if (victim != NULL)
|
||||
{
|
||||
victim->linetarget = trace.Actor;
|
||||
victim->angleFromSource = R_PointToAngle2(t1->X(), t1->Y(), trace.Actor->X(), trace.Actor->Y());
|
||||
victim->unlinked = false;
|
||||
victim->angleFromSource = trace.SrcAngleToTarget;
|
||||
victim->unlinked = trace.unlinked;
|
||||
}
|
||||
}
|
||||
if (trace.Crossed3DWater || trace.CrossedWater)
|
||||
{
|
||||
|
||||
if (puff == NULL)
|
||||
{ // Spawn puff just to get a mass for the splash
|
||||
puff = P_SpawnPuff(t1, pufftype, hitx, hity, hitz, angle - ANG180, 2, puffFlags | PF_HITTHING | PF_TEMPORARY);
|
||||
puff = P_SpawnPuff(t1, pufftype, trace.HitPos, 0, 0, 2, puffFlags | PF_HITTHING | PF_TEMPORARY);
|
||||
killPuff = true;
|
||||
}
|
||||
SpawnDeepSplash(t1, trace, puff, vx, vy, vz, shootz, trace.Crossed3DWater != NULL);
|
||||
SpawnDeepSplash(t1, trace, puff);
|
||||
}
|
||||
}
|
||||
if (killPuff && puff != NULL)
|
||||
|
@ -4553,11 +4547,8 @@ void P_TraceBleed(int damage, fixed_t x, fixed_t y, fixed_t z, AActor *actor, an
|
|||
bloodcolor.a = 1;
|
||||
}
|
||||
|
||||
DImpactDecal::StaticCreate(bloodType,
|
||||
bleedtrace.X, bleedtrace.Y, bleedtrace.Z,
|
||||
bleedtrace.Line->sidedef[bleedtrace.Side],
|
||||
bleedtrace.ffloor,
|
||||
bloodcolor);
|
||||
DImpactDecal::StaticCreate(bloodType, bleedtrace.HitPos,
|
||||
bleedtrace.Line->sidedef[bleedtrace.Side], bleedtrace.ffloor, bloodcolor);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -4645,7 +4636,8 @@ void P_TraceBleed(int damage, AActor *target)
|
|||
struct SRailHit
|
||||
{
|
||||
AActor *HitActor;
|
||||
fixed_t Distance;
|
||||
fixedvec3 HitPos;
|
||||
angle_t HitAngle;
|
||||
};
|
||||
struct RailData
|
||||
{
|
||||
|
@ -4679,7 +4671,13 @@ static ETraceStatus ProcessRailHit(FTraceResults &res, void *userdata)
|
|||
// Save this thing for damaging later, and continue the trace
|
||||
SRailHit newhit;
|
||||
newhit.HitActor = res.Actor;
|
||||
newhit.Distance = res.Distance - 10 * FRACUNIT; // put blood in front
|
||||
newhit.HitPos = res.HitPos;
|
||||
newhit.HitAngle = res.SrcAngleToTarget;
|
||||
if (i_compatflags & COMPATF_HITSCAN)
|
||||
{
|
||||
fixedvec2 ofs = P_GetOffsetPosition(newhit.HitPos.x, newhit.HitPos.y, -10 * res.HitVector.x, -10 * res.HitVector.y);
|
||||
newhit.HitPos = { ofs.x, ofs.y, -10 * res.HitVector.z};
|
||||
}
|
||||
data->RailHits.Push(newhit);
|
||||
|
||||
return data->StopAtOne ? TRACE_Stop : TRACE_Continue;
|
||||
|
@ -4761,17 +4759,13 @@ void P_RailAttack(AActor *source, int damage, int offset_xy, fixed_t offset_z, i
|
|||
{
|
||||
|
||||
|
||||
fixed_t x, y, z;
|
||||
bool spawnpuff;
|
||||
bool bleed = false;
|
||||
|
||||
int puffflags = PF_HITTHING;
|
||||
AActor *hitactor = rail_data.RailHits[i].HitActor;
|
||||
fixed_t hitdist = rail_data.RailHits[i].Distance;
|
||||
|
||||
x = xy.x + FixedMul(hitdist, vx);
|
||||
y = xy.y + FixedMul(hitdist, vy);
|
||||
z = shootz + FixedMul(hitdist, vz);
|
||||
fixedvec3 &hitpos = rail_data.RailHits[i].HitPos;
|
||||
angle_t hitangle = rail_data.RailHits[i].HitAngle;
|
||||
|
||||
if ((hitactor->flags & MF_NOBLOOD) ||
|
||||
(hitactor->flags2 & MF2_DORMANT || ((hitactor->flags2 & MF2_INVULNERABLE) && !(puffDefaults->flags3 & MF3_FOILINVUL))))
|
||||
|
@ -4789,7 +4783,7 @@ void P_RailAttack(AActor *source, int damage, int offset_xy, fixed_t offset_z, i
|
|||
}
|
||||
if (spawnpuff)
|
||||
{
|
||||
P_SpawnPuff(source, puffclass, x, y, z, (source->angle + angleoffset) - ANG90, 1, puffflags, hitactor);
|
||||
P_SpawnPuff(source, puffclass, hitpos, trace.SrcAngleToTarget, trace.SrcAngleToTarget - ANGLE_90, 1, puffflags, hitactor);
|
||||
}
|
||||
|
||||
int dmgFlagPass = DMG_INFLICTOR_IS_PUFF;
|
||||
|
@ -4802,13 +4796,12 @@ void P_RailAttack(AActor *source, int damage, int offset_xy, fixed_t offset_z, i
|
|||
if (puffDefaults->flags3 & MF3_FOILINVUL) dmgFlagPass |= DMG_FOILINVUL;
|
||||
if (puffDefaults->flags7 & MF7_FOILBUDDHA) dmgFlagPass |= DMG_FOILBUDDHA;
|
||||
}
|
||||
#pragma message("damage angle")
|
||||
int newdam = P_DamageMobj(hitactor, thepuff ? thepuff : source, source, damage, damagetype, dmgFlagPass);
|
||||
int newdam = P_DamageMobj(hitactor, thepuff ? thepuff : source, source, damage, damagetype, dmgFlagPass|DMG_USEANGLE, hitangle);
|
||||
|
||||
if (bleed)
|
||||
{
|
||||
P_SpawnBlood(x, y, z, (source->angle + angleoffset) - ANG180, newdam > 0 ? newdam : damage, hitactor);
|
||||
P_TraceBleed(newdam > 0 ? newdam : damage, x, y, z, hitactor, source->angle, pitch);
|
||||
P_SpawnBlood(hitpos, hitangle, newdam > 0 ? newdam : damage, hitactor);
|
||||
P_TraceBleed(newdam > 0 ? newdam : damage, hitpos, hitactor, source->angle, pitch);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -4819,7 +4812,7 @@ void P_RailAttack(AActor *source, int damage, int offset_xy, fixed_t offset_z, i
|
|||
|
||||
if (puffclass != NULL && puffDefaults->flags3 & MF3_ALWAYSPUFF)
|
||||
{
|
||||
puff = P_SpawnPuff(source, puffclass, trace.X, trace.Y, trace.Z, (source->angle + angleoffset) - ANG90, 1, 0);
|
||||
puff = P_SpawnPuff(source, puffclass, trace.HitPos, trace.SrcAngleToTarget, trace.SrcAngleToTarget - ANGLE_90, 1, 0);
|
||||
if (puff && (trace.Line != NULL) && (trace.Line->special == Line_Horizon) && !(puff->flags3 & MF3_SKYEXPLODE))
|
||||
puff->Destroy();
|
||||
}
|
||||
|
@ -4834,7 +4827,7 @@ void P_RailAttack(AActor *source, int damage, int offset_xy, fixed_t offset_z, i
|
|||
AActor* puff = NULL;
|
||||
if (puffclass != NULL && puffDefaults->flags3 & MF3_ALWAYSPUFF)
|
||||
{
|
||||
puff = P_SpawnPuff(source, puffclass, trace.X, trace.Y, trace.Z, (source->angle + angleoffset) - ANG90, 1, 0);
|
||||
puff = P_SpawnPuff(source, puffclass, trace.HitPos, trace.SrcAngleToTarget, trace.SrcAngleToTarget - ANGLE_90, 1, 0);
|
||||
if (puff && !(puff->flags3 & MF3_SKYEXPLODE) &&
|
||||
(((trace.HitType == TRACE_HitFloor) && (puff->floorpic == skyflatnum)) ||
|
||||
((trace.HitType == TRACE_HitCeiling) && (puff->ceilingpic == skyflatnum))))
|
||||
|
@ -4845,23 +4838,21 @@ void P_RailAttack(AActor *source, int damage, int offset_xy, fixed_t offset_z, i
|
|||
}
|
||||
if (thepuff != NULL)
|
||||
{
|
||||
if (trace.HitType == TRACE_HitFloor &&
|
||||
trace.CrossedWater == NULL &&
|
||||
trace.Sector->heightsec == NULL)
|
||||
{
|
||||
P_HitWater(thepuff, trace.Sector, trace.X, trace.Y, trace.Z);
|
||||
}
|
||||
if (trace.Crossed3DWater || trace.CrossedWater)
|
||||
{
|
||||
SpawnDeepSplash(source, trace, thepuff, vx, vy, vz, shootz, trace.Crossed3DWater != NULL);
|
||||
SpawnDeepSplash(source, trace, thepuff);
|
||||
}
|
||||
else if (trace.HitType == TRACE_HitFloor && trace.Sector->heightsec == NULL)
|
||||
{
|
||||
P_HitWater(thepuff, trace.Sector, trace.HitPos);
|
||||
}
|
||||
thepuff->Destroy();
|
||||
}
|
||||
|
||||
// Draw the slug's trail.
|
||||
end.X = FIXED2DBL(trace.X);
|
||||
end.Y = FIXED2DBL(trace.Y);
|
||||
end.Z = FIXED2DBL(trace.Z);
|
||||
end.X = FIXED2DBL(trace.HitPos.x);
|
||||
end.Y = FIXED2DBL(trace.HitPos.y);
|
||||
end.Z = FIXED2DBL(trace.HitPos.z);
|
||||
P_DrawRailTrail(source, start, end, color1, color2, maxdiff, railflags, spawnclass, source->angle + angleoffset, duration, sparsity, drift, SpiralOffset);
|
||||
}
|
||||
|
||||
|
@ -4900,9 +4891,9 @@ void P_AimCamera(AActor *t1, fixed_t &CameraX, fixed_t &CameraY, fixed_t &Camera
|
|||
}
|
||||
else
|
||||
{
|
||||
CameraX = trace.X;
|
||||
CameraY = trace.Y;
|
||||
CameraZ = trace.Z;
|
||||
CameraX = trace.HitPos.x;
|
||||
CameraY = trace.HitPos.y;
|
||||
CameraZ = trace.HitPos.z;
|
||||
}
|
||||
CameraSector = trace.Sector;
|
||||
unlinked = trace.unlinked;
|
||||
|
@ -6426,7 +6417,7 @@ void SpawnShootDecal(AActor *t1, const FTraceResults &trace)
|
|||
if (decalbase != NULL)
|
||||
{
|
||||
DImpactDecal::StaticCreate(decalbase->GetDecal(),
|
||||
trace.X, trace.Y, trace.Z, trace.Line->sidedef[trace.Side], trace.ffloor);
|
||||
trace.HitPos, trace.Line->sidedef[trace.Side], trace.ffloor);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -6436,31 +6427,20 @@ void SpawnShootDecal(AActor *t1, const FTraceResults &trace)
|
|||
//
|
||||
//==========================================================================
|
||||
|
||||
static void SpawnDeepSplash(AActor *t1, const FTraceResults &trace, AActor *puff,
|
||||
fixed_t vx, fixed_t vy, fixed_t vz, fixed_t shootz, bool ffloor)
|
||||
static void SpawnDeepSplash(AActor *t1, const FTraceResults &trace, AActor *puff)
|
||||
{
|
||||
const secplane_t *plane;
|
||||
if (ffloor && trace.Crossed3DWater)
|
||||
plane = trace.Crossed3DWater->top.plane;
|
||||
const fixedvec3 *hitpos;
|
||||
if (trace.Crossed3DWater)
|
||||
{
|
||||
hitpos = &trace.Crossed3DWaterPos;
|
||||
}
|
||||
else if (trace.CrossedWater && trace.CrossedWater->heightsec)
|
||||
plane = &trace.CrossedWater->heightsec->floorplane;
|
||||
{
|
||||
hitpos = &trace.CrossedWaterPos;
|
||||
}
|
||||
else return;
|
||||
|
||||
fixed_t num, den, hitdist;
|
||||
den = TMulScale16(plane->a, vx, plane->b, vy, plane->c, vz);
|
||||
if (den != 0)
|
||||
{
|
||||
num = TMulScale16(plane->a, t1->X(), plane->b, t1->Y(), plane->c, shootz) + plane->d;
|
||||
hitdist = FixedDiv(-num, den);
|
||||
|
||||
if (hitdist >= 0 && hitdist <= trace.Distance)
|
||||
{
|
||||
fixedvec2 hitpos = t1->Vec2Offset(FixedMul(vx, hitdist), FixedMul(vy, hitdist));
|
||||
fixed_t hitz = shootz + FixedMul(vz, hitdist);
|
||||
|
||||
P_HitWater(puff != NULL ? puff : t1, P_PointInSector(hitpos.x, hitpos.y), hitpos.x, hitpos.y, hitz);
|
||||
}
|
||||
}
|
||||
P_HitWater(puff != NULL ? puff : t1, P_PointInSector(hitpos->x, hitpos->y), *hitpos);
|
||||
}
|
||||
|
||||
//=============================================================================
|
||||
|
|
|
@ -1444,8 +1444,7 @@ void P_ExplodeMissile (AActor *mo, line_t *line, AActor *target)
|
|||
}
|
||||
}
|
||||
|
||||
DImpactDecal::StaticCreate (base->GetDecal (),
|
||||
x, y, z, line->sidedef[side], ffloor);
|
||||
DImpactDecal::StaticCreate(base->GetDecal(), { x, y, z }, line->sidedef[side], ffloor);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -5228,7 +5227,7 @@ AActor *P_SpawnMapThing (FMapThing *mthing, int position)
|
|||
// P_SpawnPuff
|
||||
//
|
||||
|
||||
AActor *P_SpawnPuff (AActor *source, PClassActor *pufftype, fixed_t x, fixed_t y, fixed_t z, angle_t dir, int updown, int flags, AActor *vict)
|
||||
AActor *P_SpawnPuff (AActor *source, PClassActor *pufftype, fixed_t x, fixed_t y, fixed_t z, angle_t hitdir, angle_t particledir, int updown, int flags, AActor *vict)
|
||||
{
|
||||
AActor *puff;
|
||||
|
||||
|
@ -5256,8 +5255,8 @@ AActor *P_SpawnPuff (AActor *source, PClassActor *pufftype, fixed_t x, fixed_t y
|
|||
if ( puff && (puff->flags5 & MF5_PUFFGETSOWNER))
|
||||
puff->target = source;
|
||||
|
||||
|
||||
if (source != NULL) puff->angle = puff->AngleTo(source);
|
||||
// Angle is the opposite of the hit direction (i.e. the puff faces the source.)
|
||||
puff->angle = hitdir + ANGLE_180;
|
||||
|
||||
// If a puff has a crash state and an actor was not hit,
|
||||
// it will enter the crash state. This is used by the StrifeSpark
|
||||
|
@ -5282,7 +5281,7 @@ AActor *P_SpawnPuff (AActor *source, PClassActor *pufftype, fixed_t x, fixed_t y
|
|||
{
|
||||
if (cl_pufftype && updown != 3 && (puff->flags4 & MF4_ALLOWPARTICLES))
|
||||
{
|
||||
P_DrawSplash2 (32, x, y, z, dir, updown, 1);
|
||||
P_DrawSplash2 (32, x, y, z, particledir, updown, 1);
|
||||
puff->renderflags |= RF_INVISIBLE;
|
||||
}
|
||||
|
||||
|
@ -5402,7 +5401,7 @@ void P_SpawnBlood (fixed_t x, fixed_t y, fixed_t z, angle_t dir, int damage, AAc
|
|||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
void P_BloodSplatter (fixed_t x, fixed_t y, fixed_t z, AActor *originator)
|
||||
void P_BloodSplatter (fixedvec3 pos, AActor *originator)
|
||||
{
|
||||
PalEntry bloodcolor = originator->GetBloodColor();
|
||||
PClassActor *bloodcls = originator->GetBloodType(1);
|
||||
|
@ -5416,7 +5415,7 @@ void P_BloodSplatter (fixed_t x, fixed_t y, fixed_t z, AActor *originator)
|
|||
{
|
||||
AActor *mo;
|
||||
|
||||
mo = Spawn(bloodcls, x, y, z, NO_REPLACE); // GetBloodType already performed the replacement
|
||||
mo = Spawn(bloodcls, pos, NO_REPLACE); // GetBloodType already performed the replacement
|
||||
mo->target = originator;
|
||||
mo->velx = pr_splatter.Random2 () << 10;
|
||||
mo->vely = pr_splatter.Random2 () << 10;
|
||||
|
@ -5432,7 +5431,7 @@ void P_BloodSplatter (fixed_t x, fixed_t y, fixed_t z, AActor *originator)
|
|||
}
|
||||
if (bloodtype >= 1)
|
||||
{
|
||||
P_DrawSplash2 (40, x, y, z, 0u - originator->AngleTo(x, y), 2, bloodcolor);
|
||||
P_DrawSplash2 (40, pos.x, pos.y, pos.z, 0u - originator->AngleTo(pos), 2, bloodcolor);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -5442,7 +5441,7 @@ void P_BloodSplatter (fixed_t x, fixed_t y, fixed_t z, AActor *originator)
|
|||
//
|
||||
//===========================================================================
|
||||
|
||||
void P_BloodSplatter2 (fixed_t x, fixed_t y, fixed_t z, AActor *originator)
|
||||
void P_BloodSplatter2 (fixedvec3 pos, AActor *originator)
|
||||
{
|
||||
PalEntry bloodcolor = originator->GetBloodColor();
|
||||
PClassActor *bloodcls = originator->GetBloodType(2);
|
||||
|
@ -5456,10 +5455,10 @@ void P_BloodSplatter2 (fixed_t x, fixed_t y, fixed_t z, AActor *originator)
|
|||
{
|
||||
AActor *mo;
|
||||
|
||||
x += ((pr_splat()-128)<<11);
|
||||
y += ((pr_splat()-128)<<11);
|
||||
pos.x += ((pr_splat()-128)<<11);
|
||||
pos.y += ((pr_splat()-128)<<11);
|
||||
|
||||
mo = Spawn (bloodcls, x, y, z, NO_REPLACE); // GetBloodType already performed the replacement
|
||||
mo = Spawn (bloodcls, pos, NO_REPLACE); // GetBloodType already performed the replacement
|
||||
mo->target = originator;
|
||||
|
||||
// colorize the blood!
|
||||
|
@ -5472,7 +5471,7 @@ void P_BloodSplatter2 (fixed_t x, fixed_t y, fixed_t z, AActor *originator)
|
|||
}
|
||||
if (bloodtype >= 1)
|
||||
{
|
||||
P_DrawSplash2 (100, x, y, z, 0u - originator->AngleTo(x, y), 2, bloodcolor);
|
||||
P_DrawSplash2 (100, pos.x, pos.y, pos.z, 0u - originator->AngleTo(pos), 2, bloodcolor);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -5733,7 +5732,7 @@ bool P_HitFloor (AActor *thing)
|
|||
{
|
||||
if (rover->top.plane->ZatPoint(pos.x, pos.y) == thing->Z())
|
||||
{
|
||||
return P_HitWater (thing, m->m_sector, pos.x, pos.y, pos.z);
|
||||
return P_HitWater (thing, m->m_sector, pos);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -5743,7 +5742,7 @@ bool P_HitFloor (AActor *thing)
|
|||
return false;
|
||||
}
|
||||
|
||||
return P_HitWater (thing, m->m_sector, pos.x, pos.y, pos.z);
|
||||
return P_HitWater (thing, m->m_sector, pos);
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
|
|
|
@ -87,11 +87,18 @@ struct FTraceInfo
|
|||
return CheckPlane(checkFloor ? sector->floorplane : sector->ceilingplane);
|
||||
}
|
||||
|
||||
bool FTraceInfo::Check3DFloorPlane(const F3DFloor *ffloor, bool checkBottom)
|
||||
bool Check3DFloorPlane(const F3DFloor *ffloor, bool checkBottom)
|
||||
{
|
||||
return CheckPlane(checkBottom? *(ffloor->bottom.plane) : *(ffloor->top.plane));
|
||||
}
|
||||
|
||||
void SetSourcePosition()
|
||||
{
|
||||
Results->SrcFromTarget = { StartX, StartY, StartZ };
|
||||
Results->HitVector = { Vx, Vy, Vz };
|
||||
Results->SrcAngleToTarget = R_PointToAngle2(0, 0, Results->HitPos.x - StartX, Results->HitPos.y - StartY);
|
||||
}
|
||||
|
||||
|
||||
};
|
||||
|
||||
|
@ -227,7 +234,7 @@ void FTraceInfo::EnterSectorPortal(int position, fixed_t frac, sector_t *enterse
|
|||
|
||||
if (newtrace.TraceTraverse(ActorMask ? PT_ADDLINES | PT_ADDTHINGS | PT_COMPATIBLE : PT_ADDLINES))
|
||||
{
|
||||
Results->CopyIfCloser(TempResults);
|
||||
TempResults->CopyIfCloser(newtrace.Results);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -319,7 +326,7 @@ void FTraceInfo::Setup3DFloors()
|
|||
if (Check3DFloorPlane(rover, false))
|
||||
{
|
||||
Results->Crossed3DWater = rover;
|
||||
Results->Crossed3DWaterPos = { Results->X, Results->Y, Results->Z };
|
||||
Results->Crossed3DWaterPos = Results->HitPos;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -468,7 +475,7 @@ bool FTraceInfo::LineCheck(intercept_t *in)
|
|||
if (CheckSectorPlane(hsec, true))
|
||||
{
|
||||
Results->CrossedWater = §ors[CurSector->sectornum];
|
||||
Results->CrossedWaterPos = { Results->X, Results->Y, Results->Z };
|
||||
Results->CrossedWaterPos = Results->HitPos;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -645,9 +652,8 @@ cont:
|
|||
|
||||
if (Results->HitType == TRACE_HitWall)
|
||||
{
|
||||
Results->X = hitx;
|
||||
Results->Y = hity;
|
||||
Results->Z = hitz;
|
||||
Results->HitPos = { hitx, hity, hitz };
|
||||
SetSourcePosition();
|
||||
Results->Distance = dist;
|
||||
Results->Fraction = in->frac;
|
||||
Results->Line = in->d.line;
|
||||
|
@ -773,9 +779,8 @@ cont1:
|
|||
|
||||
|
||||
Results->HitType = TRACE_HitActor;
|
||||
Results->X = hitx;
|
||||
Results->Y = hity;
|
||||
Results->Z = hitz;
|
||||
Results->HitPos = { hitx, hity, hitz };
|
||||
SetSourcePosition();
|
||||
Results->Distance = dist;
|
||||
Results->Fraction = in->frac;
|
||||
Results->Actor = in->d.thing;
|
||||
|
@ -823,7 +828,7 @@ bool FTraceInfo::TraceTraverse (int ptflags)
|
|||
if (Check3DFloorPlane(rover, false))
|
||||
{
|
||||
Results->Crossed3DWater = rover;
|
||||
Results->Crossed3DWaterPos = { Results->X, Results->Y, Results->Z };
|
||||
Results->Crossed3DWaterPos = Results->HitPos;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -852,7 +857,7 @@ bool FTraceInfo::TraceTraverse (int ptflags)
|
|||
// We still need to do a water check here or this may get missed on occasion
|
||||
if (Results->CrossedWater == NULL &&
|
||||
CurSector->heightsec != NULL &&
|
||||
CurSector->heightsec->floorplane.ZatPoint(Results->X, Results->Y) >= Results->Z)
|
||||
CurSector->heightsec->floorplane.ZatPoint(Results->HitPos) >= Results->HitPos.z)
|
||||
{
|
||||
// Save the result so that the water check doesn't destroy it.
|
||||
FTraceResults *res = Results;
|
||||
|
@ -862,7 +867,7 @@ bool FTraceInfo::TraceTraverse (int ptflags)
|
|||
if (CheckSectorPlane(CurSector->heightsec, true))
|
||||
{
|
||||
Results->CrossedWater = §ors[CurSector->sectornum];
|
||||
Results->CrossedWaterPos = { Results->X, Results->Y, Results->Z };
|
||||
Results->CrossedWaterPos = Results->HitPos;
|
||||
}
|
||||
Results = res;
|
||||
}
|
||||
|
@ -889,7 +894,7 @@ bool FTraceInfo::TraceTraverse (int ptflags)
|
|||
|
||||
if (Results->CrossedWater == NULL &&
|
||||
CurSector->heightsec != NULL &&
|
||||
CurSector->heightsec->floorplane.ZatPoint(Results->X, Results->Y) >= Results->Z)
|
||||
CurSector->heightsec->floorplane.ZatPoint(Results->HitPos) >= Results->HitPos.z)
|
||||
{
|
||||
// Save the result so that the water check doesn't destroy it.
|
||||
FTraceResults *res = Results;
|
||||
|
@ -899,15 +904,17 @@ bool FTraceInfo::TraceTraverse (int ptflags)
|
|||
if (CheckSectorPlane(CurSector->heightsec, true))
|
||||
{
|
||||
Results->CrossedWater = §ors[CurSector->sectornum];
|
||||
Results->CrossedWaterPos = { Results->X, Results->Y, Results->Z };
|
||||
Results->CrossedWaterPos = Results->HitPos;
|
||||
}
|
||||
Results = res;
|
||||
}
|
||||
if (Results->HitType == TRACE_HitNone && Results->Distance == 0)
|
||||
{
|
||||
Results->X = StartX + FixedMul(Vx, MaxDist);
|
||||
Results->Y = StartY + FixedMul(Vy, MaxDist);
|
||||
Results->Z = StartZ + FixedMul(Vz, MaxDist);
|
||||
Results->HitPos = {
|
||||
StartX + FixedMul(Vx, MaxDist),
|
||||
StartY + FixedMul(Vy, MaxDist),
|
||||
StartZ + FixedMul(Vz, MaxDist) };
|
||||
SetSourcePosition();
|
||||
Results->Distance = MaxDist;
|
||||
Results->Fraction = FRACUNIT;
|
||||
}
|
||||
|
@ -934,9 +941,11 @@ bool FTraceInfo::CheckPlane (const secplane_t &plane)
|
|||
|
||||
if (hitdist > EnterDist && hitdist < MaxDist)
|
||||
{
|
||||
Results->X = StartX + FixedMul (Vx, hitdist);
|
||||
Results->Y = StartY + FixedMul (Vy, hitdist);
|
||||
Results->Z = StartZ + FixedMul (Vz, hitdist);
|
||||
Results->HitPos = {
|
||||
StartX + FixedMul(Vx, hitdist),
|
||||
StartY + FixedMul(Vy, hitdist),
|
||||
StartZ + FixedMul(Vz, hitdist) };
|
||||
SetSourcePosition();
|
||||
Results->Distance = hitdist;
|
||||
Results->Fraction = FixedDiv (hitdist, MaxDist);
|
||||
return true;
|
||||
|
|
|
@ -65,7 +65,8 @@ struct FTraceResults
|
|||
{
|
||||
sector_t *Sector;
|
||||
FTextureID HitTexture;
|
||||
fixed_t X, Y, Z;
|
||||
fixedvec3 HitPos;
|
||||
fixedvec3 HitVector;
|
||||
fixedvec3 SrcFromTarget;
|
||||
angle_t SrcAngleToTarget;
|
||||
|
||||
|
|
|
@ -1078,11 +1078,6 @@ void P_CreateLinkedPortals()
|
|||
//
|
||||
//============================================================================
|
||||
|
||||
|
||||
static bool ProcessLayer()
|
||||
{
|
||||
}
|
||||
|
||||
bool P_CollectConnectedGroups(int startgroup, const fixedvec3 &position, fixed_t upperz, fixed_t checkradius, FPortalGroupArray &out)
|
||||
{
|
||||
// Keep this temporary work stuff static. This function can never be called recursively
|
||||
|
|
|
@ -5178,7 +5178,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_WolfAttack)
|
|||
if ((0 && dpuff->flags3 & MF3_PUFFONACTORS) || !spawnblood)
|
||||
{
|
||||
spawnblood = false;
|
||||
P_SpawnPuff(self, pufftype, bloodpos, angle, 0);
|
||||
P_SpawnPuff(self, pufftype, bloodpos, angle, angle, 0);
|
||||
}
|
||||
}
|
||||
else if (self->target->flags3 & MF3_GHOST)
|
||||
|
|
Loading…
Reference in a new issue