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- fixed: FastProjectile was missing all sky checks when the projectile's move
was blocked. SVN r2063 (trunk)
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2 changed files with 42 additions and 0 deletions
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@ -1,3 +1,7 @@
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December 31, 2009 (Changes by Graf Zahl)
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- fixed: FastProjectile was missing all sky checks when the projectile's move
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was blocked.
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December 30, 2009
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- Fixed: A_ThrowGrenade used the same code as the old fighter flechette, so
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it was just as broken at aiming up and down.
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@ -2,6 +2,8 @@
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#include "a_sharedglobal.h"
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#include "p_local.h"
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#include "g_level.h"
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#include "r_sky.h"
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#include "p_lnspec.h"
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IMPLEMENT_CLASS(AFastProjectile)
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@ -72,6 +74,26 @@ void AFastProjectile::Tick ()
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if (!P_TryMove (this, x + xfrac,y + yfrac, true, false, tm))
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{ // Blocked move
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if (!(flags3 & MF3_SKYEXPLODE))
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{
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if (tm.ceilingline &&
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tm.ceilingline->backsector &&
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tm.ceilingline->backsector->GetTexture(sector_t::ceiling) == skyflatnum &&
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z >= tm.ceilingline->backsector->ceilingplane.ZatPoint (x, y))
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{
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// Hack to prevent missiles exploding against the sky.
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// Does not handle sky floors.
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Destroy ();
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return;
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}
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// [RH] Don't explode on horizon lines.
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if (BlockingLine != NULL && BlockingLine->special == Line_Horizon)
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{
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Destroy ();
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return;
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}
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}
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P_ExplodeMissile (this, BlockingLine, BlockingMobj);
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return;
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}
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@ -79,6 +101,15 @@ void AFastProjectile::Tick ()
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z += zfrac;
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if (z <= floorz)
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{ // Hit the floor
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if (floorpic == skyflatnum && !(flags3 & MF3_SKYEXPLODE))
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{
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// [RH] Just remove the missile without exploding it
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// if this is a sky floor.
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Destroy ();
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return;
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}
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z = floorz;
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P_HitFloor (this);
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P_ExplodeMissile (this, NULL, NULL);
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@ -86,6 +117,13 @@ void AFastProjectile::Tick ()
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}
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if (z + height > ceilingz)
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{ // Hit the ceiling
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if (ceilingpic == skyflatnum && !(flags3 & MF3_SKYEXPLODE))
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{
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Destroy ();
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return;
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}
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z = ceilingz - height;
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P_ExplodeMissile (this, NULL, NULL);
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return;
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