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https://github.com/ZDoom/qzdoom-gpl.git
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- reviewed and adjusted ZatPoint calls in p_map.cpp.
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1 changed files with 30 additions and 27 deletions
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@ -242,11 +242,9 @@ void P_GetFloorCeilingZ(FCheckPosition &tmf, int flags)
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if (!(flags & FFCF_ONLYSPAWNPOS))
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{
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sec = !(flags & FFCF_SAMESECTOR) ? P_PointInSector(tmf.x, tmf.y) : tmf.thing->Sector;
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tmf.floorsector = sec;
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tmf.ceilingsector = sec;
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tmf.floorz = tmf.dropoffz = sec->floorplane.ZatPoint(tmf.x, tmf.y);
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tmf.ceilingz = sec->ceilingplane.ZatPoint(tmf.x, tmf.y);
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tmf.floorz = tmf.dropoffz = sec->LowestFloorAt(tmf.x, tmf.y, &tmf.floorsector);
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tmf.ceilingz = sec->HighestCeilingAt(tmf.x, tmf.y, &tmf.ceilingsector);
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tmf.floorpic = sec->GetTexture(sector_t::floor);
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tmf.floorterrain = sec->GetTerrain(sector_t::floor);
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tmf.ceilingpic = sec->GetTexture(sector_t::ceiling);
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@ -584,7 +582,7 @@ int P_GetFriction(const AActor *mo, int *frictionfactor)
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int movefactor = ORIG_FRICTION_FACTOR;
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fixed_t newfriction;
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const msecnode_t *m;
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const sector_t *sec;
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sector_t *sec;
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if (mo->IsNoClip2())
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{
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@ -627,6 +625,7 @@ int P_GetFriction(const AActor *mo, int *frictionfactor)
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for (m = mo->touching_sectorlist; m; m = m->m_tnext)
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{
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sec = m->m_sector;
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fixedvec3 pos = mo->PosRelative(sec);
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// 3D floors must be checked, too
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for (unsigned i = 0; i < sec->e->XFloor.ffloors.Size(); i++)
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@ -637,13 +636,13 @@ int P_GetFriction(const AActor *mo, int *frictionfactor)
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if (rover->flags & FF_SOLID)
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{
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// Must be standing on a solid floor
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if (mo->Z() != rover->top.plane->ZatPoint(mo)) continue;
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if (mo->Z() != rover->top.plane->ZatPoint(pos)) continue;
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}
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else if (rover->flags & FF_SWIMMABLE)
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{
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// Or on or inside a swimmable floor (e.g. in shallow water)
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if (mo->Z() > rover->top.plane->ZatPoint(mo) ||
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(mo->Top()) < rover->bottom.plane->ZatPoint(mo))
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if (mo->Z() > rover->top.plane->ZatPoint(pos) ||
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(mo->Top()) < rover->bottom.plane->ZatPoint(pos))
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continue;
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}
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else
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@ -664,9 +663,9 @@ int P_GetFriction(const AActor *mo, int *frictionfactor)
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}
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newfriction = secfriction(sec);
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if ((newfriction < friction || friction == ORIG_FRICTION) &&
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(mo->Z() <= sec->floorplane.ZatPoint(mo) ||
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(mo->Z() <= sec->floorplane.ZatPoint(pos) ||
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(sec->GetHeightSec() != NULL &&
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mo->Z() <= sec->heightsec->floorplane.ZatPoint(mo))))
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mo->Z() <= sec->heightsec->floorplane.ZatPoint(pos))))
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{
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friction = newfriction;
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movefactor = secmovefac(sec);
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@ -1462,13 +1461,11 @@ bool P_CheckPosition(AActor *thing, fixed_t x, fixed_t y, FCheckPosition &tm, bo
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// The base floor / ceiling is from the subsector that contains the point.
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// Any contacted lines the step closer together will adjust them.
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tm.floorz = tm.dropoffz = newsec->floorplane.ZatPoint(x, y);
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tm.ceilingz = newsec->ceilingplane.ZatPoint(x, y);
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tm.floorpic = newsec->GetTexture(sector_t::floor);
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tm.floorterrain = newsec->GetTerrain(sector_t::floor);
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tm.floorsector = newsec;
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tm.ceilingpic = newsec->GetTexture(sector_t::ceiling);
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tm.ceilingsector = newsec;
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tm.floorz = tm.dropoffz = newsec->LowestFloorAt(x, y, &tm.floorsector);
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tm.ceilingz = newsec->HighestCeilingAt(x, y, &tm.ceilingsector);
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tm.floorpic = tm.floorsector->GetTexture(sector_t::floor);
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tm.floorterrain = tm.floorsector->GetTerrain(sector_t::floor);
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tm.ceilingpic = tm.ceilingsector->GetTexture(sector_t::ceiling);
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tm.touchmidtex = false;
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tm.abovemidtex = false;
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@ -1815,10 +1812,11 @@ static void CheckForPushSpecial(line_t *line, int side, AActor *mobj, bool windo
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if (windowcheck && !(ib_compatflags & BCOMPATF_NOWINDOWCHECK) && line->backsector != NULL)
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{ // Make sure this line actually blocks us and is not a window
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// or similar construct we are standing inside of.
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fixed_t fzt = line->frontsector->ceilingplane.ZatPoint(mobj);
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fixed_t fzb = line->frontsector->floorplane.ZatPoint(mobj);
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fixed_t bzt = line->backsector->ceilingplane.ZatPoint(mobj);
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fixed_t bzb = line->backsector->floorplane.ZatPoint(mobj);
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fixedvec3 pos = mobj->PosRelative(line);
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fixed_t fzt = line->frontsector->ceilingplane.ZatPoint(pos);
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fixed_t fzb = line->frontsector->floorplane.ZatPoint(pos);
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fixed_t bzt = line->backsector->ceilingplane.ZatPoint(pos);
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fixed_t bzb = line->backsector->floorplane.ZatPoint(pos);
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if (fzt >= mobj->Top() && bzt >= mobj->Top() &&
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fzb <= mobj->Z() && bzb <= mobj->Z())
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{
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@ -1829,8 +1827,8 @@ static void CheckForPushSpecial(line_t *line, int side, AActor *mobj, bool windo
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if (!(rover->flags & FF_SOLID) || !(rover->flags & FF_EXISTS)) continue;
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fixed_t ff_bottom = rover->bottom.plane->ZatPoint(mobj);
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fixed_t ff_top = rover->top.plane->ZatPoint(mobj);
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fixed_t ff_bottom = rover->bottom.plane->ZatPoint(pos);
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fixed_t ff_top = rover->top.plane->ZatPoint(pos);
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if (ff_bottom < mobj->Top() && ff_top > mobj->Z())
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{
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@ -2760,15 +2758,16 @@ const secplane_t * P_CheckSlopeWalk(AActor *actor, fixed_t &xmove, fixed_t &ymov
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return NULL;
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}
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fixedvec3 pos = actor->PosRelative(actor->floorsector);
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const secplane_t *plane = &actor->floorsector->floorplane;
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fixed_t planezhere = plane->ZatPoint(actor);
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fixed_t planezhere = plane->ZatPoint(pos);
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for (unsigned int i = 0; i<actor->floorsector->e->XFloor.ffloors.Size(); i++)
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{
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F3DFloor * rover = actor->floorsector->e->XFloor.ffloors[i];
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if (!(rover->flags & FF_SOLID) || !(rover->flags & FF_EXISTS)) continue;
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fixed_t thisplanez = rover->top.plane->ZatPoint(actor);
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fixed_t thisplanez = rover->top.plane->ZatPoint(pos);
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if (thisplanez>planezhere && thisplanez <= actor->Z() + actor->MaxStepHeight)
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{
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@ -2836,10 +2835,14 @@ const secplane_t * P_CheckSlopeWalk(AActor *actor, fixed_t &xmove, fixed_t &ymov
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{
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for (node = actor->touching_sectorlist; node; node = node->m_tnext)
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{
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const sector_t *sec = node->m_sector;
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sector_t *sec = node->m_sector;
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if (sec->floorplane.c >= STEEPSLOPE)
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{
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if (sec->floorplane.ZatPoint(destx, desty) >= actor->Z() - actor->MaxStepHeight)
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fixedvec3 pos = actor->PosRelative(sec);
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pos.x += xmove;
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pos.y += ymove;
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if (sec->floorplane.ZatPoint(pos) >= actor->Z() - actor->MaxStepHeight)
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{
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dopush = false;
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break;
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