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- added a heightsec change when aborting the main trace due to having found a target in a subtrace.
- be a bit smarter about what to copy from a subtrace. There's 3 distinct pieces of information here: The hit itself, the CrossedWater setting for Boom-transfers and the CrossedWater setting for 3D floors. Note: Ideally this should return all water hits it can detect, not just the first one.
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74592334e4
commit
a0b2915b8f
2 changed files with 43 additions and 10 deletions
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@ -227,13 +227,7 @@ void FTraceInfo::EnterSectorPortal(int position, fixed_t frac, sector_t *enterse
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if (newtrace.TraceTraverse(ActorMask ? PT_ADDLINES | PT_ADDTHINGS | PT_COMPATIBLE : PT_ADDLINES))
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{
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if (newtrace.Results->HitType != TRACE_HitNone)
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{
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if (newtrace.Results->Fraction < TempResults->Fraction)
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{
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*TempResults = *newtrace.Results;
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}
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}
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Results->CopyIfCloser(TempResults);
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}
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}
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@ -855,7 +849,25 @@ bool FTraceInfo::TraceTraverse (int ptflags)
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if (TempResults->HitType != TRACE_HitNone &&
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(Results->HitType == TRACE_HitNone || Results->Fraction > TempResults->Fraction))
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{
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*Results = *TempResults;
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// We still need to do a water check here or this may get missed on occasion
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if (Results->CrossedWater == NULL &&
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CurSector->heightsec != NULL &&
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CurSector->heightsec->floorplane.ZatPoint(Results->X, Results->Y) >= Results->Z)
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{
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// Save the result so that the water check doesn't destroy it.
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FTraceResults *res = Results;
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FTraceResults hsecResult;
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Results = &hsecResult;
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if (CheckSectorPlane(CurSector->heightsec, true))
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{
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Results->CrossedWater = §ors[CurSector->sectornum];
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Results->CrossedWaterPos = { Results->X, Results->Y, Results->Z };
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}
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Results = res;
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}
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Results->CopyIfCloser(TempResults);
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return true;
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}
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else if (Results->HitType == TRACE_HitNone)
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@ -36,6 +36,7 @@
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#include <stddef.h>
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#include "actor.h"
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#include "cmdlib.h"
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#include "textures/textures.h"
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struct sector_t;
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@ -70,7 +71,7 @@ struct FTraceResults
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fixed_t Distance;
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fixed_t Fraction;
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AActor *Actor; // valid if hit an actor
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line_t *Line; // valid if hit a line
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@ -78,12 +79,32 @@ struct FTraceResults
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BYTE Tier;
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bool unlinked; // passed through a portal without static offset.
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ETraceResult HitType;
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F3DFloor *ffloor;
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sector_t *CrossedWater; // For Boom-style, Transfer_Heights-based deep water
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fixedvec3 CrossedWaterPos; // remember the position so that we can use it for spawning the splash
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F3DFloor *Crossed3DWater; // For 3D floor-based deep water
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fixedvec3 Crossed3DWaterPos;
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F3DFloor *ffloor;
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void CopyIfCloser(FTraceResults *other)
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{
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if (other->Distance < Distance || HitType == TRACE_HitNone)
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{
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memcpy(this, other, myoffsetof(FTraceResults, CrossedWater));
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}
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if (CrossedWater == NULL && other->CrossedWater != NULL)
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{
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CrossedWater = other->CrossedWater;
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CrossedWaterPos = other->CrossedWaterPos;
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}
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if (Crossed3DWater == NULL && other->Crossed3DWater != NULL)
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{
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Crossed3DWater = other->Crossed3DWater;
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Crossed3DWaterPos = other->Crossed3DWaterPos;
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}
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}
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};
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enum
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{
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