- fixed: Spawning things abuve a 3D midtexture did not provess the 'is above midtexture' state properly.

- fixed: When teleporting an actor the destination must be checked with the new z position, not the old one.


SVN r3111 (trunk)
This commit is contained in:
Christoph Oelckers 2011-01-20 11:40:05 +00:00
parent f21d035dcb
commit 622d1ebe6a
5 changed files with 27 additions and 8 deletions

View file

@ -256,10 +256,11 @@ bool P_GetMidTexturePosition(const line_t *line, int sideno, fixed_t *ptextop, f
//
//============================================================================
bool P_LineOpening_3dMidtex(AActor *thing, const line_t *linedef, fixed_t &opentop, fixed_t &openbottom)
bool P_LineOpening_3dMidtex(AActor *thing, const line_t *linedef, fixed_t &opentop, fixed_t &openbottom, bool *above)
{
fixed_t tt, tb;
*above = false;
if (P_GetMidTexturePosition(linedef, 0, &tt, &tb))
{
if (thing->z + (thing->height/2) < (tt + tb)/2)
@ -268,8 +269,11 @@ bool P_LineOpening_3dMidtex(AActor *thing, const line_t *linedef, fixed_t &opent
}
else
{
if(tt > openbottom) openbottom = tt;
if(tt > openbottom)
{
openbottom = tt;
*above = true;
}
// returns true if it touches the midtexture
return (abs(thing->z - tt) <= thing->MaxStepHeight);
}

View file

@ -14,7 +14,7 @@ void P_Start3dMidtexInterpolations(TArray<DInterpolation *> &list, sector_t *sec
void P_Attach3dMidtexLinesToSector(sector_t *dest, int lineid, int tag, bool ceiling);
bool P_GetMidTexturePosition(const line_t *line, int sideno, fixed_t *ptextop, fixed_t *ptexbot);
bool P_Check3dMidSwitch(AActor *actor, line_t *line, int side);
bool P_LineOpening_3dMidtex(AActor *thing, const line_t *linedef, fixed_t &opentop, fixed_t &openbottom);
bool P_LineOpening_3dMidtex(AActor *thing, const line_t *linedef, fixed_t &opentop, fixed_t &openbottom, bool *above);
bool P_MoveLinkedSectors(sector_t *sector, int crush, fixed_t move, bool ceiling);
void P_StartLinkedSectorInterpolations(TArray<DInterpolation *> &list, sector_t *sector, bool ceiling);

View file

@ -232,6 +232,7 @@ struct FLineOpening
FTextureID ceilingpic;
FTextureID floorpic;
bool touchmidtex;
bool abovemidtex;
};
void P_LineOpening (FLineOpening &open, AActor *thing, const line_t *linedef, fixed_t x, fixed_t y, fixed_t refx=FIXED_MIN, fixed_t refy=0);
@ -348,6 +349,7 @@ struct FCheckPosition
FTextureID ceilingpic;
sector_t *ceilingsector;
bool touchmidtex;
bool abovemidtex;
bool floatok;
bool FromPMove;
line_t *ceilingline;

View file

@ -148,10 +148,12 @@ static bool PIT_FindFloorCeiling (line_t *ld, const FBoundingBox &box, FCheckPos
tmf.floorz = open.bottom;
tmf.floorsector = open.bottomsec;
tmf.touchmidtex = open.touchmidtex;
tmf.abovemidtex = open.abovemidtex;
}
else if (open.bottom == tmf.floorz)
{
tmf.touchmidtex |= open.touchmidtex;
tmf.abovemidtex |= open.abovemidtex;
}
if (open.lowfloor < tmf.dropoffz)
@ -250,6 +252,7 @@ void P_FindFloorCeiling (AActor *actor, bool onlyspawnpos)
FBoundingBox box(tmf.x, tmf.y, actor->radius);
tmf.touchmidtex = false;
tmf.abovemidtex = false;
validcount++;
FBlockLinesIterator it(box);
@ -262,7 +265,7 @@ void P_FindFloorCeiling (AActor *actor, bool onlyspawnpos)
if (tmf.touchmidtex) tmf.dropoffz = tmf.floorz;
if (!onlyspawnpos || (tmf.touchmidtex && (tmf.floorz <= actor->z)))
if (!onlyspawnpos || (tmf.abovemidtex && (tmf.floorz <= actor->z)))
{
actor->floorz = tmf.floorz;
actor->dropoffz = tmf.dropoffz;
@ -314,6 +317,8 @@ bool P_TeleportMove (AActor *thing, fixed_t x, fixed_t y, fixed_t z, bool telefr
tmf.x = x;
tmf.y = y;
tmf.z = z;
tmf.touchmidtex = false;
tmf.abovemidtex = false;
P_GetFloorCeilingZ(tmf, true);
spechit.Clear ();
@ -325,10 +330,14 @@ bool P_TeleportMove (AActor *thing, fixed_t x, fixed_t y, fixed_t z, bool telefr
FBlockLinesIterator it(box);
line_t *ld;
// P_LineOpening requires the thing's z to be the destination ín order to work.
fixed_t savedz = thing->z;
thing->z = z;
while ((ld = it.Next()))
{
PIT_FindFloorCeiling(ld, box, tmf);
}
thing->z = savedz;
if (tmf.touchmidtex) tmf.dropoffz = tmf.floorz;
@ -768,11 +777,13 @@ bool PIT_CheckLine (line_t *ld, const FBoundingBox &box, FCheckPosition &tm)
tm.floorsector = open.bottomsec;
tm.floorpic = open.floorpic;
tm.touchmidtex = open.touchmidtex;
tm.abovemidtex = open.abovemidtex;
tm.thing->BlockingLine = ld;
}
else if (open.bottom == tm.floorz)
{
tm.touchmidtex |= open.touchmidtex;
tm.abovemidtex |= open.abovemidtex;
}
if (open.lowfloor < tm.dropoffz)
@ -1258,6 +1269,7 @@ bool P_CheckPosition (AActor *thing, fixed_t x, fixed_t y, FCheckPosition &tm)
tm.ceilingpic = newsec->GetTexture(sector_t::ceiling);
tm.ceilingsector = newsec;
tm.touchmidtex = false;
tm.abovemidtex = false;
//Added by MC: Fill the tmsector.
tm.sector = newsec;
@ -2864,6 +2876,7 @@ bool aim_t::AimTraverse3DFloors(const divline_t &trace, intercept_t * in)
nextsector=NULL;
nexttopplane=nextbottomplane=NULL;
if (li->backsector == NULL) return true; // shouldn't really happen but crashed once for me...
if (li->frontsector->e->XFloor.ffloors.Size() || li->backsector->e->XFloor.ffloors.Size())
{
int frontflag;

View file

@ -212,9 +212,9 @@ void P_LineOpening (FLineOpening &open, AActor *actor, const line_t *linedef,
if (actor != NULL && linedef->frontsector != NULL && linedef->backsector != NULL &&
linedef->flags & ML_3DMIDTEX)
{
open.touchmidtex = P_LineOpening_3dMidtex(actor, linedef, open.top, open.bottom);
open.touchmidtex = P_LineOpening_3dMidtex(actor, linedef, open.top, open.bottom, &open.abovemidtex);
}
else open.touchmidtex = false;
else open.abovemidtex = open.touchmidtex = false;
open.range = open.top - open.bottom;
}