mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-11 07:11:54 +00:00
Player prediction fixes in PIT_CheckThing
Player prediction could end up executing functions for TOUCHY things or modify velocities when BLASTED, among other things.
This commit is contained in:
parent
55362d2296
commit
40771d22a5
1 changed files with 38 additions and 28 deletions
|
@ -914,6 +914,8 @@ bool PIT_CheckThing (AActor *thing, FCheckPosition &tm)
|
|||
}
|
||||
}
|
||||
|
||||
if (tm.thing->player == NULL || !(tm.thing->player->cheats & CF_PREDICTING))
|
||||
{
|
||||
// touchy object is alive, toucher is solid
|
||||
if (thing->flags6 & MF6_TOUCHY && tm.thing->flags & MF_SOLID && thing->health > 0 &&
|
||||
// Thing is an armed mine or a sentient thing
|
||||
|
@ -930,7 +932,7 @@ bool PIT_CheckThing (AActor *thing, FCheckPosition &tm)
|
|||
// but different classes trigger the touchiness, but that seems less straightforwards.
|
||||
{
|
||||
thing->flags6 &= ~MF6_ARMED; // Disarm
|
||||
P_DamageMobj (thing, NULL, NULL, thing->health, NAME_None, DMG_FORCED); // kill object
|
||||
P_DamageMobj(thing, NULL, NULL, thing->health, NAME_None, DMG_FORCED); // kill object
|
||||
return true;
|
||||
}
|
||||
|
||||
|
@ -940,8 +942,6 @@ bool PIT_CheckThing (AActor *thing, FCheckPosition &tm)
|
|||
|| ((thing->activationtype & THINGSPEC_MonsterTrigger) && (tm.thing->flags3 & MF3_ISMONSTER))
|
||||
|| ((thing->activationtype & THINGSPEC_MissileTrigger) && (tm.thing->flags & MF_MISSILE))
|
||||
) && (level.maptime > thing->lastbump)) // Leave the bumper enough time to go away
|
||||
{
|
||||
if (tm.thing->player == NULL || !(tm.thing->player->cheats & CF_PREDICTING))
|
||||
{
|
||||
if (P_ActivateThingSpecial(thing, tm.thing))
|
||||
thing->lastbump = level.maptime + TICRATE;
|
||||
|
@ -955,6 +955,17 @@ bool PIT_CheckThing (AActor *thing, FCheckPosition &tm)
|
|||
tm.thing->BlockingMobj = NULL;
|
||||
return res;
|
||||
}
|
||||
|
||||
// [ED850] Player Prediction ends here. There is nothing else they could/should do.
|
||||
if (tm.thing->player != NULL && (tm.thing->player->cheats & CF_PREDICTING))
|
||||
{
|
||||
solid = (thing->flags & MF_SOLID) &&
|
||||
!(thing->flags & MF_NOCLIP) &&
|
||||
((tm.thing->flags & MF_SOLID) || (tm.thing->flags6 & MF6_BLOCKEDBYSOLIDACTORS));
|
||||
|
||||
return !solid || unblocking;
|
||||
}
|
||||
|
||||
// Check for blasted thing running into another
|
||||
if ((tm.thing->flags2 & MF2_BLASTED) && (thing->flags & MF_SHOOTABLE))
|
||||
{
|
||||
|
@ -1203,8 +1214,7 @@ bool PIT_CheckThing (AActor *thing, FCheckPosition &tm)
|
|||
}
|
||||
return false; // don't traverse any more
|
||||
}
|
||||
if (thing->flags2 & MF2_PUSHABLE && !(tm.thing->flags2 & MF2_CANNOTPUSH) &&
|
||||
(tm.thing->player == NULL || !(tm.thing->player->cheats & CF_PREDICTING)))
|
||||
if (thing->flags2 & MF2_PUSHABLE && !(tm.thing->flags2 & MF2_CANNOTPUSH))
|
||||
{ // Push thing
|
||||
if (thing->lastpush != tm.PushTime)
|
||||
{
|
||||
|
|
Loading…
Reference in a new issue