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Added CollidedWith
Guarantees a collision happened unlike CanCollideWith. Called in TryMove so it only calls when an actual movement was attempted and not just a potential positional check.
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parent
c1d4fa554e
commit
fc6191deb9
2 changed files with 32 additions and 1 deletions
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@ -2257,6 +2257,25 @@ static void CheckForPushSpecial(line_t *line, int side, AActor *mobj, DVector2 *
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}
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}
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}
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}
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static void P_CollidedWith(AActor* const collider, AActor* const collidee)
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{
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{
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IFVIRTUALPTR(collider, AActor, CollidedWith)
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{
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VMValue params[] = { collider, collidee, false };
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VMCall(func, params, 3, nullptr, 0);
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}
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}
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{
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IFVIRTUALPTR(collidee, AActor, CollidedWith)
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{
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VMValue params[] = { collidee, collider, true };
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VMCall(func, params, 3, nullptr, 0);
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}
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}
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}
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//==========================================================================
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//==========================================================================
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//
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//
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// P_TryMove
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// P_TryMove
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@ -2289,6 +2308,11 @@ bool P_TryMove(AActor *thing, const DVector2 &pos,
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if (!P_CheckPosition(thing, pos, tm))
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if (!P_CheckPosition(thing, pos, tm))
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{
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{
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AActor *BlockingMobj = thing->BlockingMobj;
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AActor *BlockingMobj = thing->BlockingMobj;
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// This gets called regardless of whether or not the following checks allow the thing to pass. This is because a player
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// could step on top of an enemy but we still want it to register as a collision.
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if (BlockingMobj != nullptr && (thing->player == nullptr || !(thing->player->cheats & CF_PREDICTING)))
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P_CollidedWith(thing, BlockingMobj);
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// Solid wall or thing
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// Solid wall or thing
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if (!BlockingMobj || BlockingMobj->player || !thing->player)
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if (!BlockingMobj || BlockingMobj->player || !thing->player)
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{
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{
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@ -2567,6 +2591,9 @@ bool P_TryMove(AActor *thing, const DVector2 &pos,
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thing->SetXYZ(thingpos.X, thingpos.Y, pos.Z);
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thing->SetXYZ(thingpos.X, thingpos.Y, pos.Z);
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if (!P_CheckPosition(thing, pos.XY(), true)) // check if some actor blocks us on the other side. (No line checks, because of the mess that'd create.)
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if (!P_CheckPosition(thing, pos.XY(), true)) // check if some actor blocks us on the other side. (No line checks, because of the mess that'd create.)
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{
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{
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if (thing->BlockingMobj != nullptr && (thing->player == nullptr || !(thing->player->cheats && CF_PREDICTING)))
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P_CollidedWith(thing, thing->BlockingMobj);
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thing->SetXYZ(oldthingpos);
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thing->SetXYZ(oldthingpos);
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thing->flags6 &= ~MF6_INTRYMOVE;
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thing->flags6 &= ~MF6_INTRYMOVE;
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return false;
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return false;
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@ -2744,6 +2771,7 @@ bool P_TryMove(AActor *thing, const DVector2 &pos,
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pushline:
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pushline:
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thing->flags6 &= ~MF6_INTRYMOVE;
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thing->flags6 &= ~MF6_INTRYMOVE;
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thing->SetZ(oldz);
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// [RH] Don't activate anything if just predicting
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// [RH] Don't activate anything if just predicting
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if (thing->player && (thing->player->cheats & CF_PREDICTING))
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if (thing->player && (thing->player->cheats & CF_PREDICTING))
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@ -2751,7 +2779,6 @@ pushline:
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return false;
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return false;
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}
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}
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thing->SetZ(oldz);
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if (!(thing->flags&(MF_TELEPORT | MF_NOCLIP)))
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if (!(thing->flags&(MF_TELEPORT | MF_NOCLIP)))
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{
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{
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int numSpecHitTemp;
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int numSpecHitTemp;
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@ -510,6 +510,10 @@ class Actor : Thinker native
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return true;
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return true;
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}
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}
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// Called in TryMove if the mover ran into another Actor. This isn't called on players
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// if they're currently predicting. Guarantees collisions unlike CanCollideWith.
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virtual void CollidedWith(Actor other, bool passive) {}
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// Called by PIT_CheckThing to check if two actors actually can collide.
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// Called by PIT_CheckThing to check if two actors actually can collide.
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virtual bool CanCollideWith(Actor other, bool passive)
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virtual bool CanCollideWith(Actor other, bool passive)
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{
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{
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