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- Restore the BOOM fudging and destination Z calculations that disappeared sometime in
ZDoom's prehistory to EV_SilentLineTeleport(). SVN r3207 (trunk)
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1 changed files with 44 additions and 6 deletions
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@ -35,6 +35,8 @@
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#include "i_system.h"
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#include "doomstat.h"
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#define FUDGEFACTOR 10
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static FRandom pr_teleport ("Teleport");
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extern void P_CalcHeight (player_t *player);
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@ -476,16 +478,52 @@ bool EV_SilentLineTeleport (line_t *line, int side, AActor *thing, int id, INTBO
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player_t *player = thing->player && thing->player->mo == thing ?
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thing->player : NULL;
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// Whether walking towards first side of exit linedef steps down
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bool stepdown = l->frontsector->floorplane.ZatPoint(x, y) < l->backsector->floorplane.ZatPoint(x, y);
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// Height of thing above ground
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fixed_t z;
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fixed_t z = thing->z - thing->floorz;
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z = thing->z - line->backsector->floorplane.ZatPoint (thing->x, thing->y)
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+ l->frontsector->floorplane.ZatPoint (x, y);
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// Side to exit the linedef on positionally.
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//
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// Notes:
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//
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// This flag concerns exit position, not momentum. Due to
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// roundoff error, the thing can land on either the left or
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// the right side of the exit linedef, and steps must be
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// taken to make sure it does not end up on the wrong side.
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//
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// Exit momentum is always towards side 1 in a reversed
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// teleporter, and always towards side 0 otherwise.
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//
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// Exiting positionally on side 1 is always safe, as far
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// as avoiding oscillations and stuck-in-wall problems,
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// but may not be optimum for non-reversed teleporters.
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//
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// Exiting on side 0 can cause oscillations if momentum
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// is towards side 1, as it is with reversed teleporters.
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//
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// Exiting on side 1 slightly improves player viewing
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// when going down a step on a non-reversed teleporter.
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int side = reverse || (player && stepdown);
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int fudge = FUDGEFACTOR;
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// Make sure we are on correct side of exit linedef.
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while (P_PointOnLineSide(x, y, l) != side && --fudge >= 0)
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{
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if (abs(l->dx) > abs(l->dy))
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y -= l->dx < 0 != side ? -1 : 1;
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else
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x += l->dy < 0 != side ? -1 : 1;
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}
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// Attempt to teleport, aborting if blocked
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// Adjust z position to be same height above ground as before.
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// Ground level at the exit is measured as the higher of the
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// two floor heights at the exit linedef.
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z = z + l->sidedef[stepdown]->sector->floorplane.ZatPoint(x, y);
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// Attempt to teleport, aborting if blocked
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if (!P_TeleportMove (thing, x, y, z, false))
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{
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return false;
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