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- Fixed: 3DMidtex checks were treating the Null texture as a valid texture.
SVN r1927 (trunk)
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3 changed files with 5 additions and 18 deletions
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@ -1,7 +1,7 @@
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October 17, 2009 (Changes by Graf Zahl)
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- Fixed: The rail sound used the shooter's position for calculating the sound origin
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but should use the camera position instead to get the correct position for
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the closest point along the trail.
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- Fixed: 3DMidtex checks were treating the Null texture as a valid texture.
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- Fixed: The rail sound's position was not clamped to the actual range between
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the trail's start and end point.
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- Fixed: Explosions no longer caused splashes.
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- Fixed: Copying translations to lower decals had the shade color check wrong.
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- Fixed: Waggling floors did not moved attached geometry.
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@ -219,6 +219,7 @@ bool P_GetMidTexturePosition(const line_t *line, int sideno, fixed_t *ptextop, f
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side_t *side = line->sidedef[sideno];
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FTextureID texnum = side->GetTexture(side_t::mid);
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if (!texnum.isValid()) return false;
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FTexture * tex= TexMan(texnum);
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if (!tex) return false;
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@ -476,7 +476,7 @@ void P_DrawRailTrail (AActor *source, const FVector3 &start, const FVector3 &end
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// Only consider sound in 2D (for now, anyway)
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// [BB] You have to devide by lengthsquared here, not multiply with it.
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r = ((start.Y - FIXED2FLOAT(viewy)) * (-dir.Y) - (start.X - FIXED2FLOAT(viewx)) * (dir.X)) / lengthsquared;
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r = ((start.Y - FIXED2FLOAT(mo->y)) * (-dir.Y) - (start.X - FIXED2FLOAT(mo->x)) * (dir.X)) / lengthsquared;
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r = clamp<double>(r, 0., 1.);
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dirz = dir.Z;
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@ -484,20 +484,6 @@ void P_DrawRailTrail (AActor *source, const FVector3 &start, const FVector3 &end
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point = start + r * dir;
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dir.Z = dirz;
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#if 0
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Printf("Start = (%1.4f,%1.4f), End = (%1.4f,%1.4f), Dir =(%1.4f,%1.4f), View = (%1.4f,%1.4f), Point = (%1.4f,%1.4f), r=%1.4f\n",
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start.X, start.Y, end.X, end.Y, dir.X, dir.Y, FIXED2FLOAT(viewx), FIXED2FLOAT(viewy),
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point.X, point.Y, r);
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FVector3 _start = start;
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FVector3 _end = end;
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FVector3 view(FIXED2FLOAT(viewx), FIXED2FLOAT(viewy), 0);
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point.Z = _start.Z = _end.Z = 0;
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Printf("S: %1.4f, E: %1.4f, H: %1.4f P: %1.4f\n",
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(_start-view).Length(), (_end-view).Length(), (((_start+_end)/2)-view).Length(), (point-view).Length());
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#endif
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S_Sound (FLOAT2FIXED(point.X), FLOAT2FIXED(point.Y), viewz,
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CHAN_WEAPON, sound, 1, ATTN_NORM);
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}
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