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- fixed: It was not possible to step through a ceiling portal into the upper sector.
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68c5191798
commit
428bd52295
3 changed files with 44 additions and 8 deletions
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@ -2117,21 +2117,23 @@ explode:
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if (mo->Pos().XY() != ptry)
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{
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// If the new position does not match the desired position, the player
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// must have gone through a teleporter, so stop moving right now if it
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// was a regular teleporter. If it was a line-to-line or fogless teleporter,
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// the move should continue, but start and move need to change.
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// must have gone through a teleporter or portal.
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if (mo->Vel.X == 0 && mo->Vel.Y == 0)
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{
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// Stop moving right now if it was a regular teleporter.
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step = steps;
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}
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else
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{
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// It was a portal, line-to-line or fogless teleporter, so the move should continue.
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// For that we need to adjust the start point, and the movement vector.
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DAngle anglediff = deltaangle(oldangle, mo->Angles.Yaw);
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if (anglediff != 0)
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{
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move = move.Rotated(anglediff);
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oldangle = mo->Angles.Yaw; // in case more moves are needed this needs to be updated.
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oldangle = mo->Angles.Yaw;
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}
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start = mo->Pos() - move * step / steps;
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}
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@ -3225,7 +3227,7 @@ DVector3 AActor::GetPortalTransition(double byoffset, sector_t **pSec)
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while (!sec->PortalBlocksMovement(sector_t::ceiling))
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{
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if (testz > sec->GetPortalPlaneZ(sector_t::ceiling))
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if (testz >= sec->GetPortalPlaneZ(sector_t::ceiling))
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{
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pos = PosRelative(sec->GetOppositePortalGroup(sector_t::ceiling));
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sec = P_PointInSector(pos);
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@ -3237,7 +3239,7 @@ DVector3 AActor::GetPortalTransition(double byoffset, sector_t **pSec)
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{
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while (!sec->PortalBlocksMovement(sector_t::floor))
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{
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if (testz <= sec->GetPortalPlaneZ(sector_t::floor))
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if (testz < sec->GetPortalPlaneZ(sector_t::floor))
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{
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pos = PosRelative(sec->GetOppositePortalGroup(sector_t::floor));
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sec = P_PointInSector(pos);
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@ -3256,7 +3258,7 @@ void AActor::CheckPortalTransition(bool islinked)
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bool moved = false;
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while (!Sector->PortalBlocksMovement(sector_t::ceiling))
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{
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if (Z() > Sector->GetPortalPlaneZ(sector_t::ceiling))
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if (Z() >= Sector->GetPortalPlaneZ(sector_t::ceiling))
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{
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DVector3 oldpos = Pos();
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if (islinked && !moved) UnlinkFromWorld();
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