mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-15 17:11:24 +00:00
- fixed: MF3_DONTSPLASH disabled all terrain effects, not just the splash.
Untested for now because the report came without any example to check it with.
(cherry picked from commit 0c5a47ac90
)
This commit is contained in:
parent
5eebbe0b1a
commit
b18d198cf6
1 changed files with 33 additions and 36 deletions
|
@ -6518,9 +6518,6 @@ DEFINE_ACTION_FUNCTION(AActor, GetFloorTerrain)
|
|||
|
||||
bool P_HitWater (AActor * thing, sector_t * sec, const DVector3 &pos, bool checkabove, bool alert, bool force)
|
||||
{
|
||||
if (thing->flags3 & MF3_DONTSPLASH)
|
||||
return false;
|
||||
|
||||
if (thing->player && (thing->player->cheats & CF_PREDICTING))
|
||||
return false;
|
||||
|
||||
|
@ -6609,48 +6606,51 @@ foundone:
|
|||
if (thing->Mass < 10)
|
||||
smallsplash = true;
|
||||
|
||||
if (smallsplash && splash->SmallSplash)
|
||||
if (!(thing->flags3 & MF3_DONTSPLASH))
|
||||
{
|
||||
mo = Spawn (splash->SmallSplash, pos, ALLOW_REPLACE);
|
||||
if (mo) mo->Floorclip += splash->SmallSplashClip;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (splash->SplashChunk)
|
||||
if (smallsplash && splash->SmallSplash)
|
||||
{
|
||||
mo = Spawn (splash->SplashChunk, pos, ALLOW_REPLACE);
|
||||
mo->target = thing;
|
||||
if (splash->ChunkXVelShift != 255)
|
||||
mo = Spawn(splash->SmallSplash, pos, ALLOW_REPLACE);
|
||||
if (mo) mo->Floorclip += splash->SmallSplashClip;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (splash->SplashChunk)
|
||||
{
|
||||
mo->Vel.X = (pr_chunk.Random2() << splash->ChunkXVelShift) / 65536.;
|
||||
mo = Spawn(splash->SplashChunk, pos, ALLOW_REPLACE);
|
||||
mo->target = thing;
|
||||
if (splash->ChunkXVelShift != 255)
|
||||
{
|
||||
mo->Vel.X = (pr_chunk.Random2() << splash->ChunkXVelShift) / 65536.;
|
||||
}
|
||||
if (splash->ChunkYVelShift != 255)
|
||||
{
|
||||
mo->Vel.Y = (pr_chunk.Random2() << splash->ChunkYVelShift) / 65536.;
|
||||
}
|
||||
mo->Vel.Z = splash->ChunkBaseZVel + (pr_chunk() << splash->ChunkZVelShift) / 65536.;
|
||||
}
|
||||
if (splash->ChunkYVelShift != 255)
|
||||
if (splash->SplashBase)
|
||||
{
|
||||
mo->Vel.Y = (pr_chunk.Random2() << splash->ChunkYVelShift) / 65536.;
|
||||
mo = Spawn(splash->SplashBase, pos, ALLOW_REPLACE);
|
||||
}
|
||||
if (thing->player && !splash->NoAlert && alert)
|
||||
{
|
||||
P_NoiseAlert(thing, thing, true);
|
||||
}
|
||||
mo->Vel.Z = splash->ChunkBaseZVel + (pr_chunk() << splash->ChunkZVelShift) / 65536.;
|
||||
}
|
||||
if (splash->SplashBase)
|
||||
if (mo)
|
||||
{
|
||||
mo = Spawn (splash->SplashBase, pos, ALLOW_REPLACE);
|
||||
S_Sound(mo, CHAN_ITEM, smallsplash ?
|
||||
splash->SmallSplashSound : splash->NormalSplashSound,
|
||||
1, ATTN_IDLE);
|
||||
}
|
||||
if (thing->player && !splash->NoAlert && alert)
|
||||
else
|
||||
{
|
||||
P_NoiseAlert (thing, thing, true);
|
||||
S_Sound(pos, CHAN_ITEM, smallsplash ?
|
||||
splash->SmallSplashSound : splash->NormalSplashSound,
|
||||
1, ATTN_IDLE);
|
||||
}
|
||||
}
|
||||
if (mo)
|
||||
{
|
||||
S_Sound (mo, CHAN_ITEM, smallsplash ?
|
||||
splash->SmallSplashSound : splash->NormalSplashSound,
|
||||
1, ATTN_IDLE);
|
||||
}
|
||||
else
|
||||
{
|
||||
S_Sound (pos, CHAN_ITEM, smallsplash ?
|
||||
splash->SmallSplashSound : splash->NormalSplashSound,
|
||||
1, ATTN_IDLE);
|
||||
}
|
||||
|
||||
// Don't let deep water eat missiles
|
||||
return plane == &sec->floorplane ? Terrains[terrainnum].IsLiquid : false;
|
||||
|
@ -6690,9 +6690,6 @@ bool P_HitFloor (AActor *thing)
|
|||
return false;
|
||||
}
|
||||
|
||||
if (thing->flags3 & MF3_DONTSPLASH)
|
||||
return false;
|
||||
|
||||
// don't splash if landing on the edge above water/lava/etc....
|
||||
DVector3 pos;
|
||||
for (m = thing->touching_sectorlist; m; m = m->m_tnext)
|
||||
|
|
Loading…
Reference in a new issue