- fixed: FastProjectile was missing all sky checks when the projectile's move

was blocked.


SVN r2063 (trunk)
This commit is contained in:
Christoph Oelckers 2009-12-31 09:02:38 +00:00
parent bcbf4c3c84
commit 3288d56cac
2 changed files with 42 additions and 0 deletions

View file

@ -1,3 +1,7 @@
December 31, 2009 (Changes by Graf Zahl)
- fixed: FastProjectile was missing all sky checks when the projectile's move
was blocked.
December 30, 2009
- Fixed: A_ThrowGrenade used the same code as the old fighter flechette, so
it was just as broken at aiming up and down.

View file

@ -2,6 +2,8 @@
#include "a_sharedglobal.h"
#include "p_local.h"
#include "g_level.h"
#include "r_sky.h"
#include "p_lnspec.h"
IMPLEMENT_CLASS(AFastProjectile)
@ -72,6 +74,26 @@ void AFastProjectile::Tick ()
if (!P_TryMove (this, x + xfrac,y + yfrac, true, false, tm))
{ // Blocked move
if (!(flags3 & MF3_SKYEXPLODE))
{
if (tm.ceilingline &&
tm.ceilingline->backsector &&
tm.ceilingline->backsector->GetTexture(sector_t::ceiling) == skyflatnum &&
z >= tm.ceilingline->backsector->ceilingplane.ZatPoint (x, y))
{
// Hack to prevent missiles exploding against the sky.
// Does not handle sky floors.
Destroy ();
return;
}
// [RH] Don't explode on horizon lines.
if (BlockingLine != NULL && BlockingLine->special == Line_Horizon)
{
Destroy ();
return;
}
}
P_ExplodeMissile (this, BlockingLine, BlockingMobj);
return;
}
@ -79,6 +101,15 @@ void AFastProjectile::Tick ()
z += zfrac;
if (z <= floorz)
{ // Hit the floor
if (floorpic == skyflatnum && !(flags3 & MF3_SKYEXPLODE))
{
// [RH] Just remove the missile without exploding it
// if this is a sky floor.
Destroy ();
return;
}
z = floorz;
P_HitFloor (this);
P_ExplodeMissile (this, NULL, NULL);
@ -86,6 +117,13 @@ void AFastProjectile::Tick ()
}
if (z + height > ceilingz)
{ // Hit the ceiling
if (ceilingpic == skyflatnum && !(flags3 & MF3_SKYEXPLODE))
{
Destroy ();
return;
}
z = ceilingz - height;
P_ExplodeMissile (this, NULL, NULL);
return;