mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-24 21:11:39 +00:00
- When scrolling rotated floors and ceilings, scroll as if the texture was unrotated. (That is,
keep the scroll direction constant, no matter what the rotation.) SVN r3669 (trunk)
This commit is contained in:
parent
5b9b7a99ef
commit
2c3b57145a
1 changed files with 27 additions and 5 deletions
|
@ -1461,9 +1461,29 @@ void P_SpawnSpecials (void)
|
||||||
// This is the main scrolling code
|
// This is the main scrolling code
|
||||||
// killough 3/7/98
|
// killough 3/7/98
|
||||||
|
|
||||||
|
// [RH] Compensate for rotated sector textures by rotating the scrolling
|
||||||
|
// in the opposite direction.
|
||||||
|
static void RotationComp(const sector_t *sec, int which, fixed_t dx, fixed_t dy, fixed_t &tdx, fixed_t &tdy)
|
||||||
|
{
|
||||||
|
angle_t an = sec->GetAngle(which);
|
||||||
|
if (an == 0)
|
||||||
|
{
|
||||||
|
tdx = dx;
|
||||||
|
tdy = dy;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
an = an >> ANGLETOFINESHIFT;
|
||||||
|
fixed_t ca = -finecosine[an];
|
||||||
|
fixed_t sa = -finesine[an];
|
||||||
|
tdx = DMulScale16(dx, ca, -dy, sa);
|
||||||
|
tdy = DMulScale16(dy, ca, dx, sa);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
void DScroller::Tick ()
|
void DScroller::Tick ()
|
||||||
{
|
{
|
||||||
fixed_t dx = m_dx, dy = m_dy;
|
fixed_t dx = m_dx, dy = m_dy, tdx, tdy;
|
||||||
|
|
||||||
if (m_Control != -1)
|
if (m_Control != -1)
|
||||||
{ // compute scroll amounts based on a sector's height changes
|
{ // compute scroll amounts based on a sector's height changes
|
||||||
|
@ -1507,13 +1527,15 @@ void DScroller::Tick ()
|
||||||
break;
|
break;
|
||||||
|
|
||||||
case sc_floor: // killough 3/7/98: Scroll floor texture
|
case sc_floor: // killough 3/7/98: Scroll floor texture
|
||||||
sectors[m_Affectee].AddXOffset(sector_t::floor, dx);
|
RotationComp(§ors[m_Affectee], sector_t::floor, dx, dy, tdx, tdy);
|
||||||
sectors[m_Affectee].AddYOffset(sector_t::floor, dy);
|
sectors[m_Affectee].AddXOffset(sector_t::floor, tdx);
|
||||||
|
sectors[m_Affectee].AddYOffset(sector_t::floor, tdy);
|
||||||
break;
|
break;
|
||||||
|
|
||||||
case sc_ceiling: // killough 3/7/98: Scroll ceiling texture
|
case sc_ceiling: // killough 3/7/98: Scroll ceiling texture
|
||||||
sectors[m_Affectee].AddXOffset(sector_t::ceiling, dx);
|
RotationComp(§ors[m_Affectee], sector_t::ceiling, dx, dy, tdx, tdy);
|
||||||
sectors[m_Affectee].AddYOffset(sector_t::ceiling, dy);
|
sectors[m_Affectee].AddXOffset(sector_t::ceiling, tdx);
|
||||||
|
sectors[m_Affectee].AddYOffset(sector_t::ceiling, tdy);
|
||||||
break;
|
break;
|
||||||
|
|
||||||
// [RH] Don't actually carry anything here. That happens later.
|
// [RH] Don't actually carry anything here. That happens later.
|
||||||
|
|
Loading…
Reference in a new issue