mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-24 13:11:33 +00:00
- floatified viewheight variables and some related code.
This commit is contained in:
parent
af427b80bd
commit
6b3c0ecbd3
14 changed files with 90 additions and 82 deletions
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@ -2668,7 +2668,8 @@ void AM_drawPlayers ()
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mline_t *arrow;
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int numarrowlines;
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fixedvec2 pos = am_portaloverlay? players[consoleplayer].camera->GetPortalTransition(players[consoleplayer].viewheight) : (fixedvec2)players[consoleplayer].camera->_f_Pos();
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fixed_t vh = FLOAT2FIXED(players[consoleplayer].viewheight);
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fixedvec2 pos = am_portaloverlay? players[consoleplayer].camera->GetPortalTransition(vh) : (fixedvec2)players[consoleplayer].camera->_f_Pos();
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pt.x = pos.x >> FRACTOMAPBITS;
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pt.y = pos.y >> FRACTOMAPBITS;
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if (am_rotate == 1 || (am_rotate == 2 && viewactive))
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@ -3078,7 +3079,8 @@ void AM_Drawer ()
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if (am_portaloverlay)
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{
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sector_t *sec;
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players[consoleplayer].camera->GetPortalTransition(players[consoleplayer].viewheight, &sec);
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fixed_t vh = FLOAT2FIXED(players[consoleplayer].viewheight);
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players[consoleplayer].camera->GetPortalTransition(vh, &sec);
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MapPortalGroup = sec->PortalGroup;
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}
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else MapPortalGroup = 0;
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@ -152,7 +152,7 @@ public:
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double JumpZ;
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fixed_t GruntSpeed;
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fixed_t FallingScreamMinSpeed, FallingScreamMaxSpeed;
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fixed_t ViewHeight;
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double ViewHeight;
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double ForwardMove1, ForwardMove2;
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double SideMove1, SideMove2;
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FTextureID ScoreIcon;
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@ -402,8 +402,8 @@ public:
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float DesiredFOV; // desired field of vision
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float FOV; // current field of vision
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fixed_t viewz; // focal origin above r.z
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fixed_t viewheight; // base height above floor for viewz
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double viewz; // focal origin above r.z
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double viewheight; // base height above floor for viewz
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double deltaviewheight; // squat speed.
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double bob; // bounded/scaled total velocity
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@ -493,7 +493,7 @@ public:
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double crouchfactor;
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double crouchoffset;
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fixed_t crouchviewdelta;
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double crouchviewdelta;
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FWeaponSlots weapons;
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@ -504,7 +504,7 @@ public:
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double GetDeltaViewHeight() const
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{
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return FIXED2DBL((mo->ViewHeight + crouchviewdelta - viewheight) >> 3);
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return (mo->ViewHeight + crouchviewdelta - viewheight) / 8;
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}
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void Uncrouch()
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@ -165,7 +165,7 @@ void FS_EmulateCmd(char * string)
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else if (sc.Compare("viewheight"))
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{
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sc.MustGetFloat();
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fixed_t playerviewheight = (fixed_t)(sc.Float*FRACUNIT);
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double playerviewheight = sc.Float*FRACUNIT;
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for(int i=0;i<MAXPLAYERS;i++)
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{
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// No, this is not correct. But this is the way Legacy WADs expect it to be handled!
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@ -3998,10 +3998,10 @@ void DLevelScript::DoSetActorProperty (AActor *actor, int property, int value)
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case APROP_ViewHeight:
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if (actor->IsKindOf (RUNTIME_CLASS (APlayerPawn)))
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{
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static_cast<APlayerPawn *>(actor)->ViewHeight = value;
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static_cast<APlayerPawn *>(actor)->ViewHeight = ACSToDouble(value);
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if (actor->player != NULL)
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{
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actor->player->viewheight = value;
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actor->player->viewheight = ACSToDouble(value);
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}
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}
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break;
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@ -4093,7 +4093,7 @@ int DLevelScript::GetActorProperty (int tid, int property)
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case APROP_MeleeRange: return actor->meleerange;
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case APROP_ViewHeight: if (actor->IsKindOf (RUNTIME_CLASS (APlayerPawn)))
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{
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return static_cast<APlayerPawn *>(actor)->ViewHeight;
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return DoubleToACS(static_cast<APlayerPawn *>(actor)->ViewHeight);
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}
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else
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{
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@ -4994,7 +4994,7 @@ int DLevelScript::CallFunction(int argCount, int funcIndex, SDWORD *args)
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{
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if (actor->player != NULL)
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{
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return actor->player->mo->ViewHeight + actor->player->crouchviewdelta;
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return DoubleToACS(actor->player->mo->ViewHeight + actor->player->crouchviewdelta);
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}
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else
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{
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@ -2236,9 +2236,7 @@ bool P_TryMove(AActor *thing, fixed_t x, fixed_t y,
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// it slopes or the player's eyes are bobbing in and out.
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bool oldAboveFakeFloor, oldAboveFakeCeiling;
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fixed_t viewheight;
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viewheight = thing->player ? thing->player->viewheight : thing->_f_height() / 2;
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double _viewheight = thing->player ? thing->player->viewheight : thing->Height / 2;
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oldAboveFakeFloor = oldAboveFakeCeiling = false; // pacify GCC
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if (oldsec->heightsec)
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@ -2350,7 +2348,7 @@ bool P_TryMove(AActor *thing, fixed_t x, fixed_t y,
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{
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P_TranslatePortalXY(ld, hit.x, hit.y);
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P_TranslatePortalZ(ld, hit.z);
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players[consoleplayer].viewz += hit.z; // needs to be done here because otherwise the renderer will not catch the change.
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players[consoleplayer].viewz += FIXED2DBL(hit.z); // needs to be done here because otherwise the renderer will not catch the change.
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P_TranslatePortalAngle(ld, hit.angle);
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}
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R_AddInterpolationPoint(hit);
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@ -5868,7 +5866,7 @@ void PIT_FloorRaise(AActor *thing, FChangePosition *cpos)
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}
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if (thing->player && thing->player->mo == thing)
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{
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thing->player->viewz += thing->_f_Z() - oldz;
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thing->player->viewz += thing->Z() - FIXED2DBL(oldz);
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}
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}
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@ -5920,7 +5918,7 @@ void PIT_CeilingLower(AActor *thing, FChangePosition *cpos)
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}
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if (thing->player && thing->player->mo == thing)
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{
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thing->player->viewz += thing->_f_Z() - oldz;
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thing->player->viewz += thing->Z() - FIXED2DBL(oldz);
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}
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}
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@ -5962,7 +5960,7 @@ void PIT_CeilingRaise(AActor *thing, FChangePosition *cpos)
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}
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if (thing->player && thing->player->mo == thing)
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{
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thing->player->viewz += thing->_f_Z() - oldz;
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thing->player->viewz += thing->Z() - FIXED2DBL(oldz);
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}
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}
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@ -24,6 +24,7 @@
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// HEADER FILES ------------------------------------------------------------
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#include <float.h>
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#include "templates.h"
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#include "i_system.h"
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#include "m_random.h"
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@ -1739,14 +1740,14 @@ bool P_SeekerMissile (AActor *actor, double thresh, double turnMax, bool precise
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DAngle pitch = 0.;
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if (!(actor->flags3 & (MF3_FLOORHUGGER|MF3_CEILINGHUGGER)))
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{ // Need to seek vertically
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fixed_t dist = MAX(1, FLOAT2FIXED(actor->Distance2D(target)));
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double dist = MAX(1., actor->Distance2D(target));
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// Aim at a player's eyes and at the middle of the actor for everything else.
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fixed_t aimheight = target->_f_height()/2;
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double aimheight = target->Height/2;
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if (target->IsKindOf(RUNTIME_CLASS(APlayerPawn)))
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{
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aimheight = static_cast<APlayerPawn *>(target)->ViewHeight;
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}
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pitch = ANGLE2DBL(R_PointToAngle2(0, actor->_f_Z() + actor->_f_height()/2, dist, target->_f_Z() + aimheight));
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pitch = DVector2(dist, target->Z() + aimheight - actor->Center()).Angle();
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}
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actor->Vel3DFromAngle(pitch, speed);
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}
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@ -2335,7 +2336,7 @@ void P_ZMovement (AActor *mo, fixed_t oldfloorz)
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//
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if (mo->player && mo->player->mo == mo && mo->Z() < mo->floorz)
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{
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mo->player->viewheight -= mo->_f_floorz() - mo->_f_Z();
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mo->player->viewheight -= mo->floorz - mo->Z();
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mo->player->deltaviewheight = mo->player->GetDeltaViewHeight();
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}
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@ -2623,8 +2624,9 @@ void P_ZMovement (AActor *mo, fixed_t oldfloorz)
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P_CheckFakeFloorTriggers (mo, oldz);
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}
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void P_CheckFakeFloorTriggers (AActor *mo, fixed_t oldz, bool oldz_has_viewheight)
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void P_CheckFakeFloorTriggers (AActor *mo, fixed_t _oldz, bool oldz_has_viewheight)
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{
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double oldz = FIXED2FLOAT(_oldz);
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if (mo->player && (mo->player->cheats & CF_PREDICTING))
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{
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return;
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@ -2638,9 +2640,9 @@ void P_CheckFakeFloorTriggers (AActor *mo, fixed_t oldz, bool oldz_has_viewheigh
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if (sec->heightsec != NULL && sec->SecActTarget != NULL)
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{
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sector_t *hs = sec->heightsec;
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fixed_t waterz = hs->floorplane.ZatPoint(mo);
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fixed_t newz;
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fixed_t viewheight;
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double waterz = hs->floorplane.ZatPointF(mo);
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double newz;
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double viewheight;
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if (mo->player != NULL)
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{
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@ -2648,15 +2650,15 @@ void P_CheckFakeFloorTriggers (AActor *mo, fixed_t oldz, bool oldz_has_viewheigh
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}
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else
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{
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viewheight = mo->_f_height() / 2;
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viewheight = mo->Height;
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}
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if (oldz > waterz && mo->_f_Z() <= waterz)
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if (oldz > waterz && mo->Z() <= waterz)
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{ // Feet hit fake floor
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sec->SecActTarget->TriggerAction (mo, SECSPAC_HitFakeFloor);
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}
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newz = mo->_f_Z() + viewheight;
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newz = mo->Z() + viewheight;
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if (!oldz_has_viewheight)
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{
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oldz += viewheight;
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@ -2673,7 +2675,7 @@ void P_CheckFakeFloorTriggers (AActor *mo, fixed_t oldz, bool oldz_has_viewheigh
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if (!(hs->MoreFlags & SECF_FAKEFLOORONLY))
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{
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waterz = hs->ceilingplane.ZatPoint(mo);
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waterz = hs->ceilingplane.ZatPointF(mo);
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if (oldz <= waterz && newz > waterz)
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{ // View went above fake ceiling
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sec->SecActTarget->TriggerAction (mo, SECSPAC_EyesAboveC);
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@ -3814,14 +3816,14 @@ void AActor::Tick ()
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{
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if (player && player->mo == this)
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{
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player->viewheight -= onmo->_f_Top() - _f_Z();
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player->viewheight -= onmo->Top() - Z();
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double deltaview = player->GetDeltaViewHeight();
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if (deltaview > player->deltaviewheight)
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{
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player->deltaviewheight = deltaview;
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}
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}
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_f_SetZ(onmo->_f_Top());
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SetZ(onmo->Top());
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}
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// Check for MF6_BUMPSPECIAL
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// By default, only players can activate things by bumping into them
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@ -4023,7 +4025,7 @@ void AActor::CheckSectorTransition(sector_t *oldsec)
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bool AActor::UpdateWaterLevel (fixed_t oldz, bool dosplash)
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{
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BYTE lastwaterlevel = waterlevel;
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fixed_t fh = FIXED_MIN;
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double fh = -FLT_MAX;
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bool reset=false;
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waterlevel = 0;
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@ -4042,23 +4044,23 @@ bool AActor::UpdateWaterLevel (fixed_t oldz, bool dosplash)
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const sector_t *hsec = Sector->GetHeightSec();
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if (hsec != NULL)
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{
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fh = hsec->floorplane.ZatPoint (this);
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fh = hsec->floorplane.ZatPointF (this);
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//if (hsec->MoreFlags & SECF_UNDERWATERMASK) // also check Boom-style non-swimmable sectors
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{
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if (_f_Z() < fh)
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if (Z() < fh)
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{
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waterlevel = 1;
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if (_f_Z() + _f_height()/2 < fh)
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if (Center() < fh)
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{
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waterlevel = 2;
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if ((player && _f_Z() + player->viewheight <= fh) ||
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(_f_Z() + _f_height() <= fh))
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if ((player && Z() + player->viewheight <= fh) ||
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(Top() <= fh))
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{
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waterlevel = 3;
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}
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}
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}
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else if (!(hsec->MoreFlags & SECF_FAKEFLOORONLY) && (_f_Top() > hsec->ceilingplane.ZatPoint (this)))
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else if (!(hsec->MoreFlags & SECF_FAKEFLOORONLY) && (Top() > hsec->ceilingplane.ZatPointF (this)))
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{
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waterlevel = 3;
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}
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@ -4084,20 +4086,20 @@ bool AActor::UpdateWaterLevel (fixed_t oldz, bool dosplash)
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if (!(rover->flags & FF_EXISTS)) continue;
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if(!(rover->flags & FF_SWIMMABLE) || rover->flags & FF_SOLID) continue;
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fixed_t ff_bottom=rover->bottom.plane->ZatPoint(this);
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fixed_t ff_top=rover->top.plane->ZatPoint(this);
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double ff_bottom=rover->bottom.plane->ZatPointF(this);
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double ff_top=rover->top.plane->ZatPointF(this);
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if(ff_top <= _f_Z() || ff_bottom > (_f_Z() + (_f_height() >> 1))) continue;
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if(ff_top <= Z() || ff_bottom > (Center())) continue;
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fh=ff_top;
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if (_f_Z() < fh)
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if (Z() < fh)
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{
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waterlevel = 1;
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if (_f_Z() + _f_height()/2 < fh)
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if (Center() < fh)
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{
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waterlevel = 2;
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if ((player && _f_Z() + player->viewheight <= fh) ||
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(_f_Z() + _f_height() <= fh))
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if ((player && Z() + player->viewheight <= fh) ||
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(Top() <= fh))
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{
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waterlevel = 3;
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}
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@ -4113,7 +4115,7 @@ bool AActor::UpdateWaterLevel (fixed_t oldz, bool dosplash)
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// the water flags.
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if (boomwaterlevel == 0 && waterlevel != 0 && dosplash)
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{
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P_HitWater(this, Sector, FIXED_MIN, FIXED_MIN, fh, true);
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P_HitWater(this, Sector, FIXED_MIN, FIXED_MIN, FLOAT2FIXED(fh), true);
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}
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boomwaterlevel = waterlevel;
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if (reset)
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@ -4551,7 +4553,7 @@ void AActor::AdjustFloorClip ()
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}
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if (player && player->mo == this && oldclip != Floorclip)
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{
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player->viewheight -= FLOAT2FIXED(oldclip - Floorclip);
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player->viewheight -= (oldclip - Floorclip);
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player->deltaviewheight = player->GetDeltaViewHeight();
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}
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}
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@ -24,6 +24,7 @@
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#include <math.h>
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#include <float.h>
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#ifdef _MSC_VER
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#include <malloc.h> // for alloca()
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#endif
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@ -3608,7 +3609,7 @@ void P_SetupLevel (const char *lumpname, int position)
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translationtables[TRANSLATION_LevelScripted].Clear();
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// Initial height of PointOfView will be set by player think.
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players[consoleplayer].viewz = 1;
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players[consoleplayer].viewz = -FLT_MAX;
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// Make sure all sounds are stopped before Z_FreeTags.
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S_Start ();
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@ -2205,7 +2205,7 @@ void DPusher::Tick ()
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sector_t *sec;
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AActor *thing;
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msecnode_t *node;
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int ht;
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double ht;
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if (!var_pushers)
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return;
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@ -2307,8 +2307,8 @@ void DPusher::Tick ()
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}
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else // special water sector
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{
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ht = hsec->floorplane.ZatPoint(pos);
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if (thing->_f_Z() > ht) // above ground
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ht = hsec->floorplane.ZatPointF(pos);
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if (thing->Z() > ht) // above ground
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{
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pushvel = m_PushVec; // full force
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}
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@ -2334,7 +2334,7 @@ void DPusher::Tick ()
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{ // special water sector
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floor = &hsec->floorplane;
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}
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if (thing->_f_Z() > floor->ZatPoint(pos))
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if (thing->Z() > floor->ZatPointF(pos))
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{ // above ground
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pushvel.Zero(); // no force
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}
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@ -168,7 +168,7 @@ bool P_Teleport (AActor *thing, fixed_t x, fixed_t y, fixed_t z, DAngle angle, i
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}
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if (player)
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{
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player->viewz = thing->_f_Z() + player->viewheight;
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player->viewz = thing->Z() + player->viewheight;
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if (resetpitch)
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{
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player->mo->Angles.Pitch = 0.;
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@ -21,7 +21,7 @@
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//
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//-----------------------------------------------------------------------------
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#include <float.h>
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#include "p_local.h"
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#include "p_effect.h"
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#include "c_console.h"
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@ -57,7 +57,7 @@ bool P_CheckTickerPaused ()
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ConsoleState == c_down || ConsoleState == c_falling)
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&& !demoplayback
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&& !demorecording
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&& players[consoleplayer].viewz != 1
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&& players[consoleplayer].viewz != -FLT_MAX
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&& wipegamestate == gamestate)
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{
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S_PauseSound (!(level.flags2 & LEVEL2_PAUSE_MUSIC_IN_MENUS), false);
|
||||
|
|
|
@ -1846,14 +1846,14 @@ void P_CalcHeight (player_t *player)
|
|||
}
|
||||
}
|
||||
|
||||
fixed_t defaultviewheight = player->mo->ViewHeight + player->crouchviewdelta;
|
||||
double defaultviewheight = player->mo->ViewHeight + player->crouchviewdelta;
|
||||
|
||||
if (player->cheats & CF_NOVELOCITY)
|
||||
{
|
||||
player->viewz = player->mo->_f_Z() + defaultviewheight;
|
||||
player->viewz = player->mo->Z() + defaultviewheight;
|
||||
|
||||
if (player->viewz > player->mo->_f_ceilingz()-4*FRACUNIT)
|
||||
player->viewz = player->mo->_f_ceilingz()-4*FRACUNIT;
|
||||
if (player->viewz > player->mo->ceilingz-4)
|
||||
player->viewz = player->mo->ceilingz-4;
|
||||
|
||||
return;
|
||||
}
|
||||
|
@ -1879,16 +1879,16 @@ void P_CalcHeight (player_t *player)
|
|||
// move viewheight
|
||||
if (player->playerstate == PST_LIVE)
|
||||
{
|
||||
player->viewheight += FLOAT2FIXED(player->deltaviewheight);
|
||||
player->viewheight += player->deltaviewheight;
|
||||
|
||||
if (player->viewheight > defaultviewheight)
|
||||
{
|
||||
player->viewheight = defaultviewheight;
|
||||
player->deltaviewheight = 0;
|
||||
}
|
||||
else if (player->viewheight < (defaultviewheight>>1))
|
||||
else if (player->viewheight < (defaultviewheight/2))
|
||||
{
|
||||
player->viewheight = defaultviewheight>>1;
|
||||
player->viewheight = defaultviewheight/2;
|
||||
if (player->deltaviewheight <= 0)
|
||||
player->deltaviewheight = 1 / 65536.;
|
||||
}
|
||||
|
@ -1905,19 +1905,19 @@ void P_CalcHeight (player_t *player)
|
|||
{
|
||||
bob = 0;
|
||||
}
|
||||
player->viewz = player->mo->_f_Z() + player->viewheight + FLOAT2FIXED(bob);
|
||||
player->viewz = player->mo->Z() + player->viewheight + bob;
|
||||
if (player->mo->Floorclip && player->playerstate != PST_DEAD
|
||||
&& player->mo->Z() <= player->mo->floorz)
|
||||
{
|
||||
player->viewz -= player->mo->_f_floorclip();
|
||||
player->viewz -= player->mo->Floorclip;
|
||||
}
|
||||
if (player->viewz > player->mo->_f_ceilingz() - 4*FRACUNIT)
|
||||
if (player->viewz > player->mo->ceilingz - 4)
|
||||
{
|
||||
player->viewz = player->mo->_f_ceilingz() - 4*FRACUNIT;
|
||||
player->viewz = player->mo->ceilingz - 4;
|
||||
}
|
||||
if (player->viewz < player->mo->_f_floorz() + 4*FRACUNIT)
|
||||
if (player->viewz < player->mo->floorz + 4)
|
||||
{
|
||||
player->viewz = player->mo->_f_floorz() + 4*FRACUNIT;
|
||||
player->viewz = player->mo->floorz + 4;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -2141,7 +2141,7 @@ void P_DeathThink (player_t *player)
|
|||
player->onground = (player->mo->Z() <= player->mo->floorz);
|
||||
if (player->mo->IsKindOf (RUNTIME_CLASS(APlayerChunk)))
|
||||
{ // Flying bloody skull or flying ice chunk
|
||||
player->viewheight = 6 * FRACUNIT;
|
||||
player->viewheight = 6;
|
||||
player->deltaviewheight = 0;
|
||||
if (player->onground)
|
||||
{
|
||||
|
@ -2155,13 +2155,13 @@ void P_DeathThink (player_t *player)
|
|||
else if (!(player->mo->flags & MF_ICECORPSE))
|
||||
{ // Fall to ground (if not frozen)
|
||||
player->deltaviewheight = 0;
|
||||
if (player->viewheight > 6*FRACUNIT)
|
||||
if (player->viewheight > 6)
|
||||
{
|
||||
player->viewheight -= FRACUNIT;
|
||||
player->viewheight -= 1;
|
||||
}
|
||||
if (player->viewheight < 6*FRACUNIT)
|
||||
if (player->viewheight < 6)
|
||||
{
|
||||
player->viewheight = 6*FRACUNIT;
|
||||
player->viewheight = 6;
|
||||
}
|
||||
if (player->mo->Angles.Pitch < 0)
|
||||
{
|
||||
|
@ -2244,14 +2244,14 @@ void P_CrouchMove(player_t * player, int direction)
|
|||
double defaultheight = player->mo->GetDefault()->Height;
|
||||
double savedheight = player->mo->Height;
|
||||
double crouchspeed = direction * CROUCHSPEED;
|
||||
fixed_t oldheight = player->viewheight;
|
||||
double oldheight = player->viewheight;
|
||||
|
||||
player->crouchdir = (signed char) direction;
|
||||
player->crouchfactor += crouchspeed;
|
||||
|
||||
// check whether the move is ok
|
||||
player->mo->Height = defaultheight * player->crouchfactor;
|
||||
if (!P_TryMove(player->mo, player->mo->_f_X(), player->mo->_f_Y(), false, NULL))
|
||||
if (!P_TryMove(player->mo, player->mo->Pos(), false, NULL))
|
||||
{
|
||||
player->mo->Height = savedheight;
|
||||
if (direction > 0)
|
||||
|
@ -2264,11 +2264,11 @@ void P_CrouchMove(player_t * player, int direction)
|
|||
player->mo->Height = savedheight;
|
||||
|
||||
player->crouchfactor = clamp(player->crouchfactor, 0.5, 1.);
|
||||
player->viewheight = fixed_t(player->mo->ViewHeight * player->crouchfactor);
|
||||
player->viewheight = player->mo->ViewHeight * player->crouchfactor;
|
||||
player->crouchviewdelta = player->viewheight - player->mo->ViewHeight;
|
||||
|
||||
// Check for eyes going above/below fake floor due to crouching motion.
|
||||
P_CheckFakeFloorTriggers(player->mo, player->mo->_f_Z() + oldheight, true);
|
||||
P_CheckFakeFloorTriggers(player->mo, player->mo->_f_Z() + FLOAT2FIXED(oldheight), true);
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------
|
||||
|
@ -2430,7 +2430,7 @@ void P_PlayerThink (player_t *player)
|
|||
player->Uncrouch();
|
||||
}
|
||||
|
||||
player->crouchoffset = -(FIXED2DBL(player->mo->ViewHeight) * (1 - player->crouchfactor));
|
||||
player->crouchoffset = -(player->mo->ViewHeight) * (1 - player->crouchfactor);
|
||||
|
||||
// MUSINFO stuff
|
||||
if (player->MUSINFOtics >= 0 && player->MUSINFOactor != NULL)
|
||||
|
|
|
@ -258,6 +258,11 @@ struct secplane_t
|
|||
return FixedMul(ic, -d - DMulScale16(a, spot.x, b, spot.y));
|
||||
}
|
||||
|
||||
double ZatPointF(const fixedvec3 &spot) const
|
||||
{
|
||||
return FIXED2DBL(FixedMul(ic, -d - DMulScale16(a, spot.x, b, spot.y)));
|
||||
}
|
||||
|
||||
// Returns the value of z at (x,y)
|
||||
fixed_t ZatPoint (fixed_t x, fixed_t y) const
|
||||
{
|
||||
|
|
|
@ -985,7 +985,7 @@ void R_SetupFrame (AActor *actor)
|
|||
{
|
||||
iview->nviewx = camera->_f_X();
|
||||
iview->nviewy = camera->_f_Y();
|
||||
iview->nviewz = camera->player ? camera->player->viewz : FLOAT2FIXED(camera->Z() + camera->GetCameraHeight());
|
||||
iview->nviewz = FLOAT2FIXED(camera->player ? camera->player->viewz : camera->Z() + camera->GetCameraHeight());
|
||||
viewsector = camera->Sector;
|
||||
r_showviewer = false;
|
||||
}
|
||||
|
|
|
@ -2573,7 +2573,7 @@ DEFINE_CLASS_PROPERTY_PREFIX(player, spawnclass, L, PlayerPawn)
|
|||
//==========================================================================
|
||||
DEFINE_CLASS_PROPERTY_PREFIX(player, viewheight, F, PlayerPawn)
|
||||
{
|
||||
PROP_FIXED_PARM(z, 0);
|
||||
PROP_DOUBLE_PARM(z, 0);
|
||||
defaults->ViewHeight = z;
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue