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https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-28 15:02:39 +00:00
Fixed sector floor/ceiling actions not triggering in P_XYMovement
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commit
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6 changed files with 57 additions and 31 deletions
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@ -1182,6 +1182,8 @@ public:
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AActor *BlockingMobj; // Actor that blocked the last move
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line_t *BlockingLine; // Line that blocked the last move
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sector_t *BlockingCeiling; // Sector that blocked the last move (ceiling plane slope)
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sector_t *BlockingFloor; // Sector that blocked the last move (floor plane slope)
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int PoisonDamage; // Damage received per tic from poison.
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FName PoisonDamageType; // Damage type dealt by poison.
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@ -345,7 +345,7 @@ void P_PlayerOnSpecial3DFloor(player_t* player)
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// Checks whether the player's feet touch a solid 3D floor in the sector
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//
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//==========================================================================
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bool P_CheckFor3DFloorHit(AActor * mo, double z)
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bool P_CheckFor3DFloorHit(AActor * mo, double z, bool trigger)
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{
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if ((mo->player && (mo->player->cheats & CF_PREDICTING))) return false;
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@ -357,7 +357,8 @@ bool P_CheckFor3DFloorHit(AActor * mo, double z)
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{
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if (fabs(z - rover->top.plane->ZatPoint(mo)) < EQUAL_EPSILON)
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{
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rover->model->TriggerSectorActions (mo, SECSPAC_HitFloor);
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mo->BlockingFloor = rover->model;
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if (trigger) rover->model->TriggerSectorActions (mo, SECSPAC_HitFloor);
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return true;
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}
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}
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@ -371,7 +372,7 @@ bool P_CheckFor3DFloorHit(AActor * mo, double z)
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// Checks whether the player's head touches a solid 3D floor in the sector
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//
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//==========================================================================
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bool P_CheckFor3DCeilingHit(AActor * mo, double z)
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bool P_CheckFor3DCeilingHit(AActor * mo, double z, bool trigger)
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{
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if ((mo->player && (mo->player->cheats & CF_PREDICTING))) return false;
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@ -383,7 +384,8 @@ bool P_CheckFor3DCeilingHit(AActor * mo, double z)
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{
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if(fabs(z - rover->bottom.plane->ZatPoint(mo)) < EQUAL_EPSILON)
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{
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rover->model->TriggerSectorActions (mo, SECSPAC_HitCeiling);
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mo->BlockingCeiling = rover->model;
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if (trigger) rover->model->TriggerSectorActions (mo, SECSPAC_HitCeiling);
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return true;
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}
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}
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@ -117,8 +117,8 @@ struct lightlist_t
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class player_t;
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void P_PlayerOnSpecial3DFloor(player_t* player);
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bool P_CheckFor3DFloorHit(AActor * mo, double z);
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bool P_CheckFor3DCeilingHit(AActor * mo, double z);
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bool P_CheckFor3DFloorHit(AActor * mo, double z, bool trigger);
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bool P_CheckFor3DCeilingHit(AActor * mo, double z, bool trigger);
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void P_Recalculate3DFloors(sector_t *);
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void P_RecalculateAttached3DFloors(sector_t * sec);
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void P_RecalculateLights(sector_t *sector);
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@ -711,7 +711,7 @@ bool P_Move (AActor *actor)
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{
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actor->floorsector->TriggerSectorActions(actor, SECSPAC_HitFloor);
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}
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P_CheckFor3DFloorHit(actor, actor->Z());
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P_CheckFor3DFloorHit(actor, actor->Z(), true);
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}
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}
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}
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@ -296,6 +296,8 @@ DEFINE_FIELD(AActor, lastbump)
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DEFINE_FIELD(AActor, DesignatedTeam)
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DEFINE_FIELD(AActor, BlockingMobj)
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DEFINE_FIELD(AActor, BlockingLine)
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DEFINE_FIELD(AActor, BlockingCeiling)
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DEFINE_FIELD(AActor, BlockingFloor)
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DEFINE_FIELD(AActor, PoisonDamage)
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DEFINE_FIELD(AActor, PoisonDamageType)
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DEFINE_FIELD(AActor, PoisonDuration)
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@ -478,6 +480,8 @@ void AActor::Serialize(FSerializer &arc)
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A("smokecounter", smokecounter)
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("blockingmobj", BlockingMobj)
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A("blockingline", BlockingLine)
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A("blockingceiling", BlockingCeiling)
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A("blockingfloor", BlockingFloor)
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A("visibletoteam", VisibleToTeam)
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A("pushfactor", pushfactor)
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A("species", Species)
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@ -2552,6 +2556,21 @@ double P_XYMovement (AActor *mo, DVector2 scroll)
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AActor *BlockingMobj = mo->BlockingMobj;
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line_t *BlockingLine = mo->BlockingLine;
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// [ZZ]
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if (!BlockingLine && !BlockingMobj) // hit floor or ceiling while XY movement - sector actions
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{
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int hitpart = -1;
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sector_t* hitsector = nullptr;
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secplane_t* hitplane = nullptr;
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if (tm.ceilingsector && mo->Z() + mo->Height > tm.ceilingsector->ceilingplane.ZatPoint(tm.pos.XY()))
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mo->BlockingCeiling = tm.ceilingsector;
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if (tm.floorsector && mo->Z() < tm.floorsector->floorplane.ZatPoint(tm.pos.XY()))
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mo->BlockingFloor = tm.floorsector;
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// the following two only set the appropriate field - to avoid issues caused by running actions right in the middle of XY movement
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P_CheckFor3DFloorHit(mo, mo->floorz, false);
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P_CheckFor3DCeilingHit(mo, mo->ceilingz, false);
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}
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if (!(mo->flags & MF_MISSILE) && (mo->BounceFlags & BOUNCE_MBF)
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&& (BlockingMobj != NULL ? P_BounceActor(mo, BlockingMobj, false) : P_BounceWall(mo)))
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{
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@ -2738,25 +2757,15 @@ explode:
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}
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else onsky = true;
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}
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if (!mo->BlockingLine && !BlockingMobj) // hit floor or ceiling while XY movement
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if (mo->BlockingCeiling) // hit floor or ceiling while XY movement
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{
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int hitpart = -1;
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sector_t* hitsector = nullptr;
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// check against floor
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if (tm.floorsector && mo->Z() < tm.floorsector->floorplane.ZatPoint(tm.pos.XY()))
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{
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hitpart = SECPART_Floor;
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hitsector = tm.floorsector;
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if (hitsector->healthfloor > 0 && P_CheckSectorVulnerable(hitsector, hitpart))
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P_DamageSector(hitsector, mo, mo->GetMissileDamage((mo->flags4 & MF4_STRIFEDAMAGE) ? 3 : 7, 1), mo->DamageType, hitpart, mo->Pos());
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}
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if (tm.ceilingsector && mo->Z() + mo->Height > tm.ceilingsector->ceilingplane.ZatPoint(tm.pos.XY()))
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{
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hitpart = SECPART_Ceiling;
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hitsector = tm.ceilingsector;
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if (hitsector->healthceiling > 0 && P_CheckSectorVulnerable(hitsector, hitpart))
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P_DamageSector(hitsector, mo, mo->GetMissileDamage((mo->flags4 & MF4_STRIFEDAMAGE) ? 3 : 7, 1), mo->DamageType, hitpart, mo->Pos());
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}
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if (mo->BlockingCeiling->healthceiling > 0 && P_CheckSectorVulnerable(mo->BlockingCeiling, SECPART_Ceiling))
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P_DamageSector(mo->BlockingCeiling, mo, mo->GetMissileDamage((mo->flags4 & MF4_STRIFEDAMAGE) ? 3 : 7, 1), mo->DamageType, SECPART_Ceiling, mo->Pos());
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}
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if (mo->BlockingFloor)
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{
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if (mo->BlockingFloor->healthfloor > 0 && P_CheckSectorVulnerable(mo->BlockingFloor, SECPART_Floor))
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P_DamageSector(mo->BlockingFloor, mo, mo->GetMissileDamage((mo->flags4 & MF4_STRIFEDAMAGE) ? 3 : 7, 1), mo->DamageType, SECPART_Floor, mo->Pos());
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}
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P_ExplodeMissile (mo, mo->BlockingLine, BlockingMobj, onsky);
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return Oldfloorz;
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@ -3110,13 +3119,14 @@ void P_ZMovement (AActor *mo, double oldfloorz)
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mo->Sector->SecActTarget != NULL &&
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mo->Sector->floorplane.ZatPoint(mo) == mo->floorz)
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{ // [RH] Let the sector do something to the actor
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mo->Sector->TriggerSectorActions (mo, SECSPAC_HitFloor);
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mo->Sector->TriggerSectorActions(mo, SECSPAC_HitFloor);
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}
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P_CheckFor3DFloorHit(mo, mo->floorz);
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P_CheckFor3DFloorHit(mo, mo->floorz, true);
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// [RH] Need to recheck this because the sector action might have
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// teleported the actor so it is no longer below the floor.
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if (mo->Z() <= mo->floorz)
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{
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mo->BlockingFloor = mo->Sector;
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if ((mo->flags & MF_MISSILE) && !(mo->flags & MF_NOCLIP))
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{
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mo->SetZ(mo->floorz);
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@ -3223,11 +3233,12 @@ void P_ZMovement (AActor *mo, double oldfloorz)
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{ // [RH] Let the sector do something to the actor
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mo->Sector->TriggerSectorActions (mo, SECSPAC_HitCeiling);
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}
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P_CheckFor3DCeilingHit(mo, mo->ceilingz);
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P_CheckFor3DCeilingHit(mo, mo->ceilingz, true);
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// [RH] Need to recheck this because the sector action might have
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// teleported the actor so it is no longer above the ceiling.
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if (mo->Top() > mo->ceilingz)
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{
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mo->BlockingCeiling = mo->Sector;
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mo->SetZ(mo->ceilingz - mo->Height);
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if (mo->BounceFlags & BOUNCE_Ceilings)
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{ // ceiling bounce
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@ -4505,12 +4516,21 @@ void AActor::Tick ()
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}
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// Handle X and Y velocities
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BlockingMobj = NULL;
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BlockingMobj = nullptr;
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sector_t* oldBlockingCeiling = BlockingCeiling;
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sector_t* oldBlockingFloor = BlockingFloor;
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BlockingFloor = nullptr;
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BlockingCeiling = nullptr;
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double oldfloorz = P_XYMovement (this, cumm);
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if (ObjectFlags & OF_EuthanizeMe)
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{ // actor was destroyed
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return;
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}
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// [ZZ] trigger hit floor/hit ceiling actions from XY movement
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if (BlockingFloor && BlockingFloor != oldBlockingFloor && (!player || !(player->cheats & CF_PREDICTING)) && BlockingFloor->SecActTarget)
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BlockingFloor->TriggerSectorActions(this, SECSPAC_HitFloor);
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if (BlockingCeiling && BlockingCeiling != oldBlockingCeiling && (!player || !(player->cheats & CF_PREDICTING)) && BlockingCeiling->SecActTarget)
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BlockingCeiling->TriggerSectorActions(this, SECSPAC_HitCeiling);
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if (Vel.X == 0 && Vel.Y == 0) // Actors at rest
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{
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if (flags2 & MF2_BLASTED)
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@ -4756,11 +4776,11 @@ void AActor::CheckSectorTransition(sector_t *oldsec)
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}
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if (Z() == floorz)
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{
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P_CheckFor3DFloorHit(this, Z());
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P_CheckFor3DFloorHit(this, Z(), true);
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}
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if (Top() == ceilingz)
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{
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P_CheckFor3DCeilingHit(this, Top());
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P_CheckFor3DCeilingHit(this, Top(), true);
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}
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}
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}
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@ -183,6 +183,8 @@ class Actor : Thinker native
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native int DesignatedTeam;
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native Actor BlockingMobj;
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native Line BlockingLine;
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native Sector BlockingCeiling;
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native Sector BlockingFloor;
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native int PoisonDamage;
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native name PoisonDamageType;
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native int PoisonDuration;
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