- Make floatbobbing a purely cosmetic effect that does not alter an actor's real position in the world.

SVN r3744 (trunk)
This commit is contained in:
Randy Heit 2012-07-06 03:42:03 +00:00
parent 154e83331d
commit 5e2b4bddda
4 changed files with 16 additions and 53 deletions

View file

@ -379,10 +379,6 @@ DEFINE_ACTION_FUNCTION(AActor, A_RestoreSpecialPosition)
else else
{ {
self->z = self->SpawnPoint[2] + self->floorz; self->z = self->SpawnPoint[2] + self->floorz;
if (self->flags2 & MF2_FLOATBOB)
{
self->z += FloatBobOffsets[(self->FloatBobPhase + level.maptime) & 63];
}
} }
// Redo floor/ceiling check, in case of 3D floors // Redo floor/ceiling check, in case of 3D floors
P_FindFloorCeiling(self, FFCF_SAMESECTOR | FFCF_ONLY3DFLOORS | FFCF_3DRESTRICT); P_FindFloorCeiling(self, FFCF_SAMESECTOR | FFCF_ONLY3DFLOORS | FFCF_3DRESTRICT);

View file

@ -1471,12 +1471,7 @@ bool P_TestMobjLocation (AActor *mobj)
if (P_CheckPosition(mobj, mobj->x, mobj->y)) if (P_CheckPosition(mobj, mobj->x, mobj->y))
{ // XY is ok, now check Z { // XY is ok, now check Z
mobj->flags = flags; mobj->flags = flags;
fixed_t z = mobj->z; if ((mobj->z < mobj->floorz) || (mobj->z + mobj->height > mobj->ceilingz))
if (mobj->flags2 & MF2_FLOATBOB)
{
z -= FloatBobOffsets[(mobj->FloatBobPhase + level.maptime - 1) & 63];
}
if ((z < mobj->floorz) || (z + mobj->height > mobj->ceilingz))
{ // Bad Z { // Bad Z
return false; return false;
} }
@ -4975,15 +4970,7 @@ void PIT_FloorDrop (AActor *thing, FChangePosition *cpos)
{ {
fixed_t oldz = thing->z; fixed_t oldz = thing->z;
// If float bob, always stay the same approximate distance above if ((thing->flags & MF_NOGRAVITY) || (thing->flags5 & MF5_MOVEWITHSECTOR) ||
// the floor; otherwise only move things standing on the floor,
// and only do it if the drop is slow enough.
if (thing->flags2 & MF2_FLOATBOB)
{
thing->z = thing->z - oldfloorz + thing->floorz;
P_CheckFakeFloorTriggers (thing, oldz);
}
else if ((thing->flags & MF_NOGRAVITY) || (thing->flags5 & MF5_MOVEWITHSECTOR) ||
(((cpos->sector->Flags & SECF_FLOORDROP) || cpos->moveamt < 9*FRACUNIT) (((cpos->sector->Flags & SECF_FLOORDROP) || cpos->moveamt < 9*FRACUNIT)
&& thing->z - thing->floorz <= cpos->moveamt)) && thing->z - thing->floorz <= cpos->moveamt))
{ {
@ -5008,8 +4995,7 @@ void PIT_FloorRaise (AActor *thing, FChangePosition *cpos)
if (oldfloorz == thing->floorz) return; if (oldfloorz == thing->floorz) return;
// Move things intersecting the floor up // Move things intersecting the floor up
if (thing->z <= thing->floorz || if (thing->z <= thing->floorz)
(!(thing->flags & MF_NOGRAVITY) && (thing->flags2 & MF2_FLOATBOB)))
{ {
if (thing->flags4 & MF4_ACTLIKEBRIDGE) if (thing->flags4 & MF4_ACTLIKEBRIDGE)
{ {
@ -5018,14 +5004,7 @@ void PIT_FloorRaise (AActor *thing, FChangePosition *cpos)
} }
intersectors.Clear (); intersectors.Clear ();
fixed_t oldz = thing->z; fixed_t oldz = thing->z;
if (!(thing->flags2 & MF2_FLOATBOB)) thing->z = thing->floorz;
{
thing->z = thing->floorz;
}
else
{
thing->z = thing->z - oldfloorz + thing->floorz;
}
switch (P_PushUp (thing, cpos)) switch (P_PushUp (thing, cpos))
{ {
default: default:

View file

@ -2168,10 +2168,7 @@ void P_ZMovement (AActor *mo, fixed_t oldfloorz)
mo->player->deltaviewheight = mo->player->GetDeltaViewHeight(); mo->player->deltaviewheight = mo->player->GetDeltaViewHeight();
} }
if (!(mo->flags2 & MF2_FLOATBOB)) mo->z += mo->velz;
{
mo->z += mo->velz;
}
// //
// apply gravity // apply gravity
@ -2252,11 +2249,6 @@ void P_ZMovement (AActor *mo, fixed_t oldfloorz)
} }
} }
if (mo->flags2 & MF2_FLOATBOB)
{
mo->z += mo->velz;
}
// //
// adjust height // adjust height
// //
@ -3368,14 +3360,7 @@ void AActor::Tick ()
} }
} }
if (flags2 & MF2_FLOATBOB) if (velz || BlockingMobj || z != floorz)
{ // Floating item bobbing motion
z += FloatBobDiffs[(FloatBobPhase + level.maptime) & 63];
}
if (velz || BlockingMobj ||
(z != floorz && (!(flags2 & MF2_FLOATBOB) ||
(z - FloatBobOffsets[(FloatBobPhase + level.maptime) & 63] != floorz)
)))
{ // Handle Z velocity and gravity { // Handle Z velocity and gravity
if (((flags2 & MF2_PASSMOBJ) || (flags & MF_SPECIAL)) && !(i_compatflags & COMPATF_NO_PASSMOBJ)) if (((flags2 & MF2_PASSMOBJ) || (flags & MF_SPECIAL)) && !(i_compatflags & COMPATF_NO_PASSMOBJ))
{ {
@ -3808,11 +3793,7 @@ AActor *AActor::StaticSpawn (const PClass *type, fixed_t ix, fixed_t iy, fixed_t
actor->SpawnPoint[2] = (actor->z - actor->floorz); actor->SpawnPoint[2] = (actor->z - actor->floorz);
} }
if (actor->flags2 & MF2_FLOATBOB) actor->FloatBobPhase = rng(); // Don't make everything bob in sync
{ // Prime the bobber
actor->FloatBobPhase = rng();
actor->z += FloatBobOffsets[(actor->FloatBobPhase + level.maptime - 1) & 63];
}
if (actor->flags2 & MF2_FLOORCLIP) if (actor->flags2 & MF2_FLOORCLIP)
{ {
actor->AdjustFloorClip (); actor->AdjustFloorClip ();
@ -4967,7 +4948,7 @@ int P_GetThingFloorType (AActor *thing)
bool P_HitWater (AActor * thing, sector_t * sec, fixed_t x, fixed_t y, fixed_t z, bool checkabove, bool alert) bool P_HitWater (AActor * thing, sector_t * sec, fixed_t x, fixed_t y, fixed_t z, bool checkabove, bool alert)
{ {
if (thing->flags2 & MF2_FLOATBOB || thing->flags3 & MF3_DONTSPLASH) if (thing->flags3 & MF3_DONTSPLASH)
return false; return false;
if (thing->player && (thing->player->cheats & CF_PREDICTING)) if (thing->player && (thing->player->cheats & CF_PREDICTING))
@ -5128,7 +5109,7 @@ bool P_HitFloor (AActor *thing)
return false; return false;
} }
if (thing->flags2 & MF2_FLOATBOB || thing->flags3 & MF3_DONTSPLASH) if (thing->flags3 & MF3_DONTSPLASH)
return false; return false;
// don't splash if landing on the edge above water/lava/etc.... // don't splash if landing on the edge above water/lava/etc....

View file

@ -61,6 +61,7 @@
#include "r_data/r_translate.h" #include "r_data/r_translate.h"
#include "r_data/colormaps.h" #include "r_data/colormaps.h"
#include "r_data/voxels.h" #include "r_data/voxels.h"
#include "p_local.h"
// [RH] A c-buffer. Used for keeping track of offscreen voxel spans. // [RH] A c-buffer. Used for keeping track of offscreen voxel spans.
@ -513,6 +514,12 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor
fy = thing->PrevY + FixedMul (r_TicFrac, thing->y - thing->PrevY); fy = thing->PrevY + FixedMul (r_TicFrac, thing->y - thing->PrevY);
fz = thing->PrevZ + FixedMul (r_TicFrac, thing->z - thing->PrevZ); fz = thing->PrevZ + FixedMul (r_TicFrac, thing->z - thing->PrevZ);
// [RH] Make floatbobbing a renderer-only effect.
if (thing->flags2 & MF2_FLOATBOB)
{
fz += finesine[(Scale(thing->FloatBobPhase + level.maptime, FINEANGLES, 64) + r_TicFrac * ((FINEANGLES/64) / 1000)) & FINEMASK] * 8;
}
// transform the origin point // transform the origin point
tr_x = fx - viewx; tr_x = fx - viewx;
tr_y = fy - viewy; tr_y = fy - viewy;