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- restored the velocity threshold checks in A_MaceBallImpact2 and A_DeathBallImpact to their original Heretic form, minus the check for floorz, to account for potential positioning issues with slopes.
These checks had some major issues: * they calculated incorrect positive values for hitting a ceiling * the way they used the plane equations made some incorrect assumptions. * velz has the velocity reduction from bouncing already factored in from the calling code so doing it here again is not necessary.
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1 changed files with 2 additions and 30 deletions
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@ -512,21 +512,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_MaceBallImpact2)
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}
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if (self->flags & MF_INBOUNCE)
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{
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fixed_t floordist = self->Z() - self->floorz;
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fixed_t ceildist = self->ceilingz - self->Z();
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fixed_t vel;
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// NOTE: The assumptions being made here about the plane to use for bouncing off are dead wrong.
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// http://forum.zdoom.org/viewtopic.php?f=2&t=50449
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if (floordist <= ceildist)
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{
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vel = MulScale32 (self->velz, self->Sector->floorplane.c);
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}
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else
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{
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vel = MulScale32 (self->velz, self->Sector->ceilingplane.c);
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}
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if (vel < 2)
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if (self->velz < 2*FRACUNIT)
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{
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goto boom;
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}
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@ -624,21 +610,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_DeathBallImpact)
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}
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if (self->flags & MF_INBOUNCE)
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{
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fixed_t floordist = self->Z() - self->floorz;
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fixed_t ceildist = self->ceilingz - self->Z();
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fixed_t vel;
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// NOTE: The assumptions being made here about the plane to use for bouncing off are dead wrong.
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// http://forum.zdoom.org/viewtopic.php?f=2&t=50449
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if (floordist <= ceildist)
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{
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vel = MulScale32 (self->velz, self->Sector->floorplane.c);
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}
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else
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{
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vel = MulScale32 (self->velz, self->Sector->ceilingplane.c);
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}
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if (vel < 2)
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if (self->velz < 2*FRACUNIT)
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{
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goto boom;
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}
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