This could happen if the damage calculations resulted in a value between 0 and 1, which for the actual check was multiplied with the damage parameter of P_RadiusAttack which inflated the fractional value to something that looked like actual damage but was later truncated.
- fixed: P_TryMove could loop endlessly over a list of static portals when there was an error during portal creation.
# Conflicts:
# src/gl/models/gl_models.cpp
# src/gl/scene/gl_sprite.cpp
When a spechit results in teleportation, P_TryMove never accounted for that, so that subsequent spechits either failed or succeeded, depending on where the teleport ends up.
With portal-aware positions stored within the spechit this no longer worked, so some handling is needed to revert to the original behavior in case there's no portals to consider.
The ideal solution would have been to stop checking spechits (or to block further teleports) once this happens but the likelihood of some old maps depending on this is high.
Links through sector portals are not done because nearly all the checks can be performed without doing this so if it works without there's no need to add more processing time.
Will have to see if there's cases left where such a link is needed and if so, whether there's better options to do it.
For line portals such links are necessary to have proper collision detection with actors that are currently transitioning the portal.
This currently only works for linked portals. For other types some major refactoring may be necessary because it not only requires multiple passes of P_RadiusAttack but also an alteration of how sight checks work.
- fixed: P_FindFloorCeiling set the floorsector for a new ceilingheight.
Note: P_DrawRailTrail still needs to be changed, at the moment rail trails through portals will not work correctly.
- fixed: FMultiBlockLinesIterator initialized continueup twice but forgot continuedown.
- fixed: One of the debug messages in P_AimLineAttack was missing an if (aimdebug).
To allow processing the hit through an arbitrary portal without reference to the portal group table, P_AimLineAttack and P_LineAttack need to pass some more info than just the linetarget.
We need the relative positions of shooter and target within the visual reference of the other to calculate proper angles and we need to know if such a portal was crossed at all, because a few things, e.g. seeker missiles won't work with them.
- fixed setup of target acquisition for the Mage Staff.
The pre-acquired seeker target was never passed to the spawned projectiles.
- converted the P_TranslatePortal* functions to use floating point trigonometry. The combination of R_PointToAngle and finesine even created discrepancies with perfectly parallel portals which is just not acceptable.
- added a function to FPathTraverse to relocate the trace and restart from the new position.
- made P_UseLines portal aware. Traversal through line portals is complete (all types, even teleporters), whether sector portals need better treatment remains to be seen - at the moment it only checks the range at the player's vertical center.
It can easily happen that the lower sector has no lines below the checked area, in which case it would not set the dropoffz correctly. To prevent this, P_LineOpening must, when it checks the opening over a sector portal, actually calculate the dropoff to the lower portal itself by calling sector_t::NextLowestPointAt. It also means that FindRefPoint must calculate a proper reference point when one side of the line to be checked is part of a floor portal.
This includes:
* allow one sided portal linedefs to be crossable when part of a polyobject. Due to the limitations, two-sided linedefs won't work here. For general use this is still not allowed because making them passable would require some crippling fudging.
* delay portal finalization until after polyobjects have been spawned.
* the camera interpolation also needs to handle angle differences.
The code is still not 100% complete - the most important thing that is still missing is proper handling of P_CheckPosition through arbitrary portals.
* Blocking lines above or below the current sector should only block if they actually intersect with the currently checking actor.
* Sectors above a ceiling portal should not change current floor information and vice versa.
* removed all code for dealing with z-displacing portals in the iterator loops. This would cause too many problems so I decided to scrap any provisions for allowing interactive portals with z-displacement. They will remain restricted to pure teleporter portals.
* changed spechit to carry a position along with the special line. If something is activated through an interactive portal this is needed to calculate movement.
* pass the abovementioned position to CheckForPushSpecial.
* collect touched portal lines in a second array analogous to spechit.
* use FMultiBlockThingsIterator in P_TestMobjZ.