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- fixed: For melee attacks with a short attack range P_AimLineAttack must check for hits from above and below.
This is necessary to be in line with P_LineAttack which does check for those.
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352f93c066
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a851a5d151
6 changed files with 100 additions and 12 deletions
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@ -1997,7 +1997,7 @@ DEFINE_ACTION_FUNCTION(AStateProvider, A_CustomPunch)
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angle = self->Angles.Yaw + pr_cwpunch.Random2() * (5.625 / 256);
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if (range == 0) range = DEFMELEERANGE;
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pitch = P_AimLineAttack (self, angle, range, &t);
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pitch = P_AimLineAttack (self, angle, range, &t, 0., ALF_CHECK3D);
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// only use ammo when actually hitting something!
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if ((flags & CPF_USEAMMO) && t.linetarget && weapon && ACTION_CALL_FROM_PSPRITE())
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@ -3998,6 +3998,70 @@ struct aim_t
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SetResult(thing_other, newtrace.thing_other);
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}
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//============================================================================
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//
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// Finds where the trace exits an actor to check for hits from above/below
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//
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//============================================================================
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double ExitPoint(AActor *thing)
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{
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// The added check at the exit point only has some value if a 3D distance check is involved
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if (!(flags & ALF_CHECK3D)) return -1;
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divline_t trace = { startpos.X, startpos.Y, aimtrace.X, aimtrace.Y };
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divline_t line;
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for (int i = 0; i < 4; ++i)
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{
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switch (i)
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{
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case 0: // Top edge
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line.y = thing->Y() + thing->radius;
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if (trace.y > line.y) continue;
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line.x = thing->X() + thing->radius;
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line.dx = -thing->radius * 2;
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line.dy = 0;
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break;
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case 1: // Right edge
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line.x = thing->X() + thing->radius;
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if (trace.x > line.x) continue;
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line.y = thing->Y() - thing->radius;
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line.dx = 0;
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line.dy = thing->radius * 2;
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break;
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case 2: // Bottom edge
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line.y = thing->Y() - thing->radius;
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if (trace.y < line.y) continue;
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line.x = thing->X() - thing->radius;
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line.dx = thing->radius * 2;
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line.dy = 0;
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break;
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case 3: // Left edge
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line.x = thing->X() - thing->radius;
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if (trace.x < line.x) continue;
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line.y = thing->Y() + thing->radius;
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line.dx = 0;
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line.dy = thing->radius * -2;
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break;
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}
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// If it is, see if the trace crosses it
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if (P_PointOnDivlineSide(line.x, line.y, &trace) !=
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P_PointOnDivlineSide(line.x + line.dx, line.y + line.dy, &trace))
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{
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// It's a hit
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double frac = P_InterceptVector(&trace, &line);
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if (frac > 1.) frac = 1.;
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return frac;
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}
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}
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return -1.;
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}
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//============================================================================
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//
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@ -4047,9 +4111,7 @@ struct aim_t
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intercept_t *in;
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if (aimdebug)
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Printf("Start AimTraverse, start = %f,%f,%f, vect = %f,%f\n",
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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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Printf("Start AimTraverse, start = %f,%f,%f, vect = %f,%f\n", startpos.X, startpos.Y, startpos.Z, aimtrace.X, aimtrace.Y);
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while ((in = it.Next()))
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{
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@ -4195,12 +4257,38 @@ struct aim_t
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thingtoppitch = -VecToAngle(dist, th->Top() - shootz);
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if (thingtoppitch > bottompitch)
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continue; // shot over the thing
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{
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// Check for a hit from above
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if (shootz > th->Top())
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{
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double exitfrac = ExitPoint(th);
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if (exitfrac > 0.)
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{
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double exitdist = attackrange * exitfrac;
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thingtoppitch = -VecToAngle(exitdist, th->Top() - shootz);
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if (thingtoppitch > bottompitch) continue;
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}
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}
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else continue; // shot over the thing
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}
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thingbottompitch = -VecToAngle(dist, th->Z() - shootz);
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if (thingbottompitch < toppitch)
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{
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// Check for a hit from below
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if (shootz < th->Z())
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{
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double exitfrac = ExitPoint(th);
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if (exitfrac > 0.)
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{
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double exitdist = attackrange * exitfrac;
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thingbottompitch = -VecToAngle(exitdist, th->Z() - shootz);
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if (thingbottompitch < toppitch) continue;
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}
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}
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continue; // shot under the thing
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}
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if (crossedffloors)
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{
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@ -65,7 +65,7 @@ extend class Actor
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damage *= 10;
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double ang = angle + Random2[Punch]() * (5.625 / 256);
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double pitch = AimLineAttack (ang, DEFMELEERANGE);
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double pitch = AimLineAttack (ang, DEFMELEERANGE, null, 0., ALF_CHECK3D);
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LineAttack (ang, DEFMELEERANGE, pitch, damage, 'Melee', "BulletPuff", LAF_ISMELEEATTACK, t);
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@ -66,7 +66,7 @@ class CWeapMace : ClericWeapon
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for (int j = 1; j >= -1; j -= 2)
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{
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double ang = angle + j*i*(45. / 16);
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double slope = AimLineAttack(ang, 2 * DEFMELEERANGE, t);
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double slope = AimLineAttack(ang, 2 * DEFMELEERANGE, t, 0., ALF_CHECK3D);
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if (t.linetarget)
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{
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LineAttack(ang, 2 * DEFMELEERANGE, slope, damage, 'Melee', "HammerPuff", true, t);
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@ -81,7 +81,7 @@ class CWeapMace : ClericWeapon
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// didn't find any creatures, so try to strike any walls
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weaponspecial = 0;
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double slope = AimLineAttack (angle, DEFMELEERANGE);
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double slope = AimLineAttack (angle, DEFMELEERANGE, null, 0., ALF_CHECK3D);
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LineAttack (angle, DEFMELEERANGE, slope, damage, 'Melee', "HammerPuff");
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}
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}
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@ -245,7 +245,7 @@ class FWeapAxe : FighterWeapon
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for (int j = 1; j >= -1; j -= 2)
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{
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double ang = angle + j*i*(45. / 16);
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double slope = AimLineAttack(ang, AXERANGE, t);
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double slope = AimLineAttack(ang, AXERANGE, t, 0., ALF_CHECK3D);
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if (t.linetarget)
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{
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LineAttack(ang, AXERANGE, slope, damage, 'Melee', pufftype, true, t);
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@ -273,7 +273,7 @@ class FWeapAxe : FighterWeapon
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// didn't find any creatures, so try to strike any walls
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self.weaponspecial = 0;
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double slope = AimLineAttack (angle, DEFMELEERANGE);
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double slope = AimLineAttack (angle, DEFMELEERANGE, null, 0., ALF_CHECK3D);
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LineAttack (angle, DEFMELEERANGE, slope, damage, 'Melee', pufftype, true);
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}
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}
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@ -56,7 +56,7 @@ class FWeapFist : FighterWeapon
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Class<Actor> pufftype;
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FTranslatedLineTarget t;
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double slope = AimLineAttack (angle, 2*DEFMELEERANGE, t);
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double slope = AimLineAttack (angle, 2*DEFMELEERANGE, t, 0., ALF_CHECK3D);
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if (t.linetarget != null)
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{
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if (++weaponspecial >= 3)
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@ -117,7 +117,7 @@ class FWeapFist : FighterWeapon
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// didn't find any creatures, so try to strike any walls
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weaponspecial = 0;
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double slope = AimLineAttack (angle, DEFMELEERANGE);
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double slope = AimLineAttack (angle, DEFMELEERANGE, null, 0., ALF_CHECK3D);
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LineAttack (angle, DEFMELEERANGE, slope, damage, 'Melee', "PunchPuff", true);
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}
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