- fixed friction logic for sectors.

Issues with the old code:
* when calculating friction for a 3D-floor - swimmable or not - the 3D floor's top texture must be used. The previous version always checked the sector's floor texture, even though the top might as well come from the sector's ceiling.
* 3D floors never checked for the SECF_FRICTION flag at all. According to Boom specs, sector-based friction must be ignored if this is the case.
* Terrain based friction had a higher priority than the sector's own value.

Changed the rules as follows:
* if the sector's SECF_FRICTION flag is set (i.e. something explicitly changed the sector's friction), this value is used regardless of terrain settings.
* if this flag is not set, the terrain's friction is used, if defined, using the proper plane for 3D-floors.
* otherwise the default is used.
This commit is contained in:
Christoph Oelckers 2016-01-09 10:11:20 +01:00
parent efaaccc030
commit 0b5e419593

View file

@ -529,16 +529,18 @@ void P_PlayerStartStomp(AActor *actor)
//
//==========================================================================
inline fixed_t secfriction(const sector_t *sec)
inline fixed_t secfriction(const sector_t *sec, int plane = sector_t::floor)
{
fixed_t friction = Terrains[TerrainTypes[sec->GetTexture(sector_t::floor)]].Friction;
return friction != 0 ? friction : sec->friction;
if (sec->Flags & SECF_FRICTION) return sec->friction;
fixed_t friction = Terrains[TerrainTypes[sec->GetTexture(plane)]].Friction;
return friction != 0 ? friction : ORIG_FRICTION;
}
inline fixed_t secmovefac(const sector_t *sec)
inline fixed_t secmovefac(const sector_t *sec, int plane = sector_t::floor)
{
fixed_t movefactor = Terrains[TerrainTypes[sec->GetTexture(sector_t::floor)]].MoveFactor;
return movefactor != 0 ? movefactor : sec->movefactor;
if (sec->Flags & SECF_FRICTION) return sec->friction;
fixed_t movefactor = Terrains[TerrainTypes[sec->GetTexture(plane)]].MoveFactor;
return movefactor != 0 ? movefactor : ORIG_FRICTION_FACTOR;
}
//==========================================================================
@ -584,11 +586,11 @@ int P_GetFriction(const AActor *mo, int *frictionfactor)
mo->z < rover->bottom.plane->ZatPoint(mo->x, mo->y))
continue;
newfriction = secfriction(rover->model);
newfriction = secfriction(rover->model, rover->top.isceiling);
if (newfriction < friction || friction == ORIG_FRICTION)
{
friction = newfriction;
movefactor = secmovefac(rover->model) >> 1;
movefactor = secmovefac(rover->model, rover->top.isceiling) >> 1;
}
}
}
@ -622,11 +624,11 @@ int P_GetFriction(const AActor *mo, int *frictionfactor)
else
continue;
newfriction = secfriction(rover->model);
newfriction = secfriction(rover->model, rover->top.isceiling);
if (newfriction < friction || friction == ORIG_FRICTION)
{
friction = newfriction;
movefactor = secmovefac(rover->model);
movefactor = secmovefac(rover->model, rover->top.isceiling);
}
}