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- Used new functionality to avoid moving the puff around in SpawnDeepSplash.
- Fixed: P_RailAttack used the shooting actor or a default puff for some splash related actions. It should use the puff type passed to it as a parameter instead. - Changed splash handling in P_LineAttack to use the actual hit position to spawn the splash and not the puff's spawn position which is offset a little. - made some precision related changes to P_HitWater. The precise hit coordinate can now be passed as parameters. SVN r1350 (trunk)
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4 changed files with 42 additions and 56 deletions
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@ -1,3 +1,12 @@
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January 4, 2009 (Changes by Graf Zahl)
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- Used new functionality to avoid moving the puff around in SpawnDeepSplash.
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- Fixed: P_RailAttack used the shooting actor or a default puff for some splash
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related actions. It should use the puff type passed to it as a parameter instead.
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- Changed splash handling in P_LineAttack to use the actual hit position to
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spawn the splash and not the puff's spawn position which is offset a little.
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- made some precision related changes to P_HitWater. The precise hit coordinate
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can now be passed as parameters.
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January 3, 2009 (Changes by Graf Zahl)
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- Made spawning of floor- and ceiling huggers a little more intelligent.
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- Fixed: 'None' was no longer recognized as a NULL class name by the
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@ -389,7 +389,7 @@ void P_TraceBleed (int damage, AActor *target, AActor *missile); // missile ver
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void P_TraceBleed (int damage, AActor *target); // random direction version
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void P_RailAttack (AActor *source, int damage, int offset, int color1 = 0, int color2 = 0, float maxdiff = 0, bool silent = false, const PClass *puff = NULL); // [RH] Shoot a railgun
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bool P_HitFloor (AActor *thing);
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bool P_HitWater (AActor *thing, sector_t *sec, fixed_t splashz=FIXED_MIN);
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bool P_HitWater (AActor *thing, sector_t *sec, fixed_t splashx = FIXED_MIN, fixed_t splashy = FIXED_MIN, fixed_t splashz=FIXED_MIN, bool checkabove = false);
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bool P_CheckMissileSpawn (AActor *missile);
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void P_PlaySpawnSound(AActor *missile, AActor *spawner);
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@ -2724,7 +2724,12 @@ AActor *P_LineAttack (AActor *t1, angle_t angle, fixed_t distance,
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trace.Sector->heightsec == NULL &&
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trace.HitType == TRACE_HitFloor)
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{
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P_HitWater (puff, trace.Sector);
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// Using the puff's position is not accurate enough.
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// Instead make it splash at the actual hit position
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hitx = t1->x + FixedMul (vx, trace.Distance);
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hity = t1->y + FixedMul (vy, trace.Distance);
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hitz = shootz + FixedMul (vz, trace.Distance);
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P_HitWater (puff, P_PointInSector(hitx, hity), hitx, hity, hitz);
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}
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}
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else
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@ -2998,6 +3003,8 @@ void P_RailAttack (AActor *source, int damage, int offset, int color1, int color
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FTraceResults trace;
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fixed_t shootz;
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if (puffclass == NULL) puffclass = PClass::FindClass(NAME_BulletPuff);
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pitch = (angle_t)(-source->pitch) >> ANGLETOFINESHIFT;
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angle = source->angle >> ANGLETOFINESHIFT;
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@ -3040,39 +3047,16 @@ void P_RailAttack (AActor *source, int damage, int offset, int color1, int color
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trace.CrossedWater == NULL &&
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trace.Sector->heightsec == NULL)
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{
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fixed_t savex, savey, savez;
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fixed_t savefloor, saveceil, savedropoff;
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FTextureID savefloorpic;
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sector_t *savefloorsec;
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FTextureID saveceilingpic;
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sector_t *saveceilingsec;
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savex = source->x;
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savey = source->y;
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savez = source->z;
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savefloor = source->floorz;
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saveceil = source->ceilingz;
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savedropoff = source->dropoffz;
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savefloorpic = source->floorpic;
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savefloorsec = source->floorsector;
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saveceilingpic = source->ceilingpic;
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saveceilingsec = source->ceilingsector;
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source->SetOrigin (trace.X, trace.Y, trace.Z);
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P_HitWater (source, trace.Sector);
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source->SetOrigin (savex, savey, savez);
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source->floorz = savefloor;
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source->ceilingz = saveceil;
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source->dropoffz = savedropoff;
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source->floorpic = savefloorpic;
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source->floorsector = savefloorsec;
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source->ceilingpic = saveceilingpic;
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source->ceilingsector = saveceilingsec;
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AActor *thepuff = Spawn (puffclass, trace.X, trace.Y, trace.Z, ALLOW_REPLACE);
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if (thepuff != NULL)
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{
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P_HitWater (thepuff, trace.Sector);
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thepuff->Destroy ();
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}
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}
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if (trace.CrossedWater)
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{
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AActor *thepuff = Spawn ("BulletPuff", 0, 0, 0, ALLOW_REPLACE);
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AActor *thepuff = Spawn (puffclass, 0, 0, 0, ALLOW_REPLACE);
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if (thepuff != NULL)
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{
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SpawnDeepSplash (source, trace, thepuff, vx, vy, vz, shootz);
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@ -3082,7 +3066,6 @@ void P_RailAttack (AActor *source, int damage, int offset, int color1, int color
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// Now hurt anything the trace hit
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unsigned int i;
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if (puffclass == NULL) puffclass = PClass::FindClass(NAME_BulletPuff);
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AActor *puffDefaults = puffclass == NULL? NULL : GetDefaultByType (puffclass);
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FName damagetype = (puffDefaults == NULL || puffDefaults->DamageType == NAME_None) ? FName(NAME_Railgun) : puffDefaults->DamageType;
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@ -4532,22 +4515,11 @@ static void SpawnDeepSplash (AActor *t1, const FTraceResults &trace, AActor *puf
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if (hitdist >= 0 && hitdist <= trace.Distance)
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{
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fixed_t savex, savey, savez;
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fixed_t hitx = t1->x+FixedMul (vx, hitdist);
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fixed_t hity = t1->y+FixedMul (vy, hitdist);
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fixed_t hitz = shootz+FixedMul (vz, hitdist);
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// Move the puff onto the water surface, splash, then move it back.
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if (puff == NULL)
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{
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puff = t1;
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}
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savex = puff->x;
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savey = puff->y;
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savez = puff->z;
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puff->SetOrigin (t1->x+FixedMul (vx, hitdist),
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t1->y+FixedMul (vy, hitdist),
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shootz+FixedMul (vz, hitdist));
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P_HitWater (puff, puff->Sector);
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puff->SetOrigin (savex, savey, savez);
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P_HitWater (puff != NULL? puff:t1, P_PointInSector(hitx, hity), hitx, hity, hitz);
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}
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}
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}
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@ -3058,7 +3058,10 @@ bool AActor::UpdateWaterLevel (fixed_t oldz, bool dosplash)
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// some additional checks to make deep sectors like Boom's splash without setting
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// the water flags.
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if (boomwaterlevel == 0 && waterlevel != 0 && dosplash) P_HitWater(this, Sector, fh);
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if (boomwaterlevel == 0 && waterlevel != 0 && dosplash)
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{
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P_HitWater(this, Sector, FIXED_MIN, FIXED_MIN, fh, true);
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}
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boomwaterlevel=waterlevel;
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if (reset) waterlevel=lastwaterlevel;
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return false; // we did the splash ourselves! ;)
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@ -4214,7 +4217,7 @@ int P_GetThingFloorType (AActor *thing)
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// Returns true if hit liquid and splashed, false if not.
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//---------------------------------------------------------------------------
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bool P_HitWater (AActor * thing, sector_t * sec, fixed_t z)
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bool P_HitWater (AActor * thing, sector_t * sec, fixed_t x, fixed_t y, fixed_t z, bool checkabove)
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{
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if (thing->flags2 & MF2_FLOATBOB || thing->flags3 & MF3_DONTSPLASH)
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return false;
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@ -4226,9 +4229,11 @@ bool P_HitWater (AActor * thing, sector_t * sec, fixed_t z)
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FSplashDef *splash;
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int terrainnum;
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if (z==FIXED_MIN) z=thing->z;
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if (x == FIXED_MIN) x = thing->x;
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if (y == FIXED_MIN) y = thing->y;
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if (z == FIXED_MIN) z = thing->z;
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// don't splash above the object
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else if (z>thing->z+(thing->height>>1)) return false;
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if (checkabove && z > thing->z + (thing->height >> 1)) return false;
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if (sec->heightsec == NULL ||
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//!sec->heightsec->waterzone ||
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(sec->heightsec->MoreFlags & SECF_IGNOREHEIGHTSEC) ||
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@ -4268,14 +4273,14 @@ bool P_HitWater (AActor * thing, sector_t * sec, fixed_t z)
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if (smallsplash && splash->SmallSplash)
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{
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mo = Spawn (splash->SmallSplash, thing->x, thing->y, z, ALLOW_REPLACE);
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mo = Spawn (splash->SmallSplash, x, y, z, ALLOW_REPLACE);
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if (mo) mo->floorclip += splash->SmallSplashClip;
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}
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else
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{
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if (splash->SplashChunk)
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{
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mo = Spawn (splash->SplashChunk, thing->x, thing->y, z, ALLOW_REPLACE);
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mo = Spawn (splash->SplashChunk, x, y, z, ALLOW_REPLACE);
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mo->target = thing;
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if (splash->ChunkXVelShift != 255)
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{
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@ -4289,7 +4294,7 @@ bool P_HitWater (AActor * thing, sector_t * sec, fixed_t z)
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}
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if (splash->SplashBase)
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{
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mo = Spawn (splash->SplashBase, thing->x, thing->y, z, ALLOW_REPLACE);
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mo = Spawn (splash->SplashBase, x, y, z, ALLOW_REPLACE);
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}
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if (thing->player && !splash->NoAlert)
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{
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@ -4304,7 +4309,7 @@ bool P_HitWater (AActor * thing, sector_t * sec, fixed_t z)
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}
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else
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{
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S_Sound (thing->x, thing->y, z, CHAN_ITEM, smallsplash ?
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S_Sound (x, y, z, CHAN_ITEM, smallsplash ?
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splash->SmallSplashSound : splash->NormalSplashSound,
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1, ATTN_IDLE);
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}
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