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- Fixed: In P_LineOpening_3dMidtex(), set the floorpic or ceilingpic to the 3D midtex if it
alters the opening. This fixes things such as removing a projectile when it hits a 3D midtex instead of exploding it because the real floor or ceiling is sky. SVN r3490 (trunk)
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60e0eca047
commit
c445f684fc
4 changed files with 23 additions and 14 deletions
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@ -256,23 +256,28 @@ bool P_GetMidTexturePosition(const line_t *line, int sideno, fixed_t *ptextop, f
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//
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//============================================================================
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bool P_LineOpening_3dMidtex(AActor *thing, const line_t *linedef, fixed_t &opentop, fixed_t &openbottom, bool *above)
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bool P_LineOpening_3dMidtex(AActor *thing, const line_t *linedef, FLineOpening &open)
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{
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fixed_t tt, tb;
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*above = false;
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open.abovemidtex = false;
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if (P_GetMidTexturePosition(linedef, 0, &tt, &tb))
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{
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if (thing->z + (thing->height/2) < (tt + tb)/2)
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{
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if(tb < opentop) opentop = tb;
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if (tb < open.top)
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{
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open.top = tb;
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open.ceilingpic = linedef->sidedef[0]->GetTexture(side_t::mid);
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}
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}
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else
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{
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if(tt > openbottom)
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if (tt > open.bottom)
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{
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openbottom = tt;
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*above = true;
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open.bottom = tt;
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open.abovemidtex = true;
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open.floorpic = linedef->sidedef[0]->GetTexture(side_t::mid);
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}
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// returns true if it touches the midtexture
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return (abs(thing->z - tt) <= thing->MaxStepHeight);
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@ -14,7 +14,7 @@ void P_Start3dMidtexInterpolations(TArray<DInterpolation *> &list, sector_t *sec
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void P_Attach3dMidtexLinesToSector(sector_t *dest, int lineid, int tag, bool ceiling);
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bool P_GetMidTexturePosition(const line_t *line, int sideno, fixed_t *ptextop, fixed_t *ptexbot);
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bool P_Check3dMidSwitch(AActor *actor, line_t *line, int side);
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bool P_LineOpening_3dMidtex(AActor *thing, const line_t *linedef, fixed_t &opentop, fixed_t &openbottom, bool *above);
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bool P_LineOpening_3dMidtex(AActor *thing, const line_t *linedef, struct FLineOpening &open);
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bool P_MoveLinkedSectors(sector_t *sector, int crush, fixed_t move, bool ceiling);
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void P_StartLinkedSectorInterpolations(TArray<DInterpolation *> &list, sector_t *sector, bool ceiling);
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@ -212,9 +212,12 @@ void P_LineOpening (FLineOpening &open, AActor *actor, const line_t *linedef,
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if (actor != NULL && linedef->frontsector != NULL && linedef->backsector != NULL &&
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linedef->flags & ML_3DMIDTEX)
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{
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open.touchmidtex = P_LineOpening_3dMidtex(actor, linedef, open.top, open.bottom, &open.abovemidtex);
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open.touchmidtex = P_LineOpening_3dMidtex(actor, linedef, open);
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}
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else
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{
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open.abovemidtex = open.touchmidtex = false;
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}
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else open.abovemidtex = open.touchmidtex = false;
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open.range = open.top - open.bottom;
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}
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@ -1195,8 +1195,9 @@ bool FPolyObj::CheckMobjBlocking (side_t *sd)
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checker.Push (mobj);
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if ((mobj->flags&MF_SOLID) && !(mobj->flags&MF_NOCLIP))
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{
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fixed_t top = -INT_MAX, bottom = INT_MAX;
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bool above;
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FLineOpening open;
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open.top = -INT_MAX;
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open.bottom = INT_MAX;
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// [TN] Check wether this actor gets blocked by the line.
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if (ld->backsector != NULL &&
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!(ld->flags & (ML_BLOCKING|ML_BLOCKEVERYTHING))
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@ -1204,9 +1205,9 @@ bool FPolyObj::CheckMobjBlocking (side_t *sd)
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&& !(ld->flags & ML_BLOCKMONSTERS && mobj->flags3 & MF3_ISMONSTER)
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&& !((mobj->flags & MF_FLOAT) && (ld->flags & ML_BLOCK_FLOATERS))
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&& (!(ld->flags & ML_3DMIDTEX) ||
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(!P_LineOpening_3dMidtex(mobj, ld, bottom, top, &above) &&
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(mobj->z + mobj->height < bottom)
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) || (above && mobj->z > mobj->floorz))
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(!P_LineOpening_3dMidtex(mobj, ld, open) &&
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(mobj->z + mobj->height < open.bottom)
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) || (open.abovemidtex && mobj->z > mobj->floorz))
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)
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{
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continue;
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