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- Fixed: A_Respawn and P_NightmareRespawn() should not check for collision with world geometry.
The initial spawn did not, so this can prevent respawns of things that were initially spawned if they happen to intersect a wall. - Fixed: Don't respawn actors inside the floor. - Fixed: The final calls to P_FindFloorCeiling() in P_NightmareRespawn() and A_RestoreSpecialPosition also need to pass true as the second parameter. (Because this parameter is onlyspawnpos, not onlymidtex.) SVN r3518 (trunk)
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14730a89be
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5 changed files with 39 additions and 12 deletions
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@ -384,8 +384,13 @@ DEFINE_ACTION_FUNCTION(AActor, A_RestoreSpecialPosition)
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self->z += FloatBobOffsets[(self->FloatBobPhase + level.maptime) & 63];
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self->z += FloatBobOffsets[(self->FloatBobPhase + level.maptime) & 63];
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}
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}
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}
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}
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// Redo floor/ceiling check, now with 3D floors
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// Redo floor/ceiling check, in case of 3D floors
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P_FindFloorCeiling(self);
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P_FindFloorCeiling(self, true);
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if (self->z < self->floorz)
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{ // Do not reappear under the floor, even if that's where we were for the
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// initial spawn.
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self->z = self->floorz;
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}
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}
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}
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int AInventory::StaticLastMessageTic;
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int AInventory::StaticLastMessageTic;
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@ -405,8 +405,8 @@ extern TArray<line_t *> spechit;
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bool P_TestMobjLocation (AActor *mobj);
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bool P_TestMobjLocation (AActor *mobj);
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bool P_TestMobjZ (AActor *mobj, bool quick=true, AActor **pOnmobj = NULL);
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bool P_TestMobjZ (AActor *mobj, bool quick=true, AActor **pOnmobj = NULL);
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bool P_CheckPosition (AActor *thing, fixed_t x, fixed_t y, FCheckPosition &tm);
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bool P_CheckPosition (AActor *thing, fixed_t x, fixed_t y, FCheckPosition &tm, bool actorsonly=false);
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bool P_CheckPosition (AActor *thing, fixed_t x, fixed_t y);
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bool P_CheckPosition (AActor *thing, fixed_t x, fixed_t y, bool actorsonly=false);
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AActor *P_CheckOnmobj (AActor *thing);
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AActor *P_CheckOnmobj (AActor *thing);
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void P_FakeZMovement (AActor *mo);
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void P_FakeZMovement (AActor *mo);
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bool P_TryMove (AActor* thing, fixed_t x, fixed_t y, int dropoff, const secplane_t * onfloor, FCheckPosition &tm, bool missileCheck = false);
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bool P_TryMove (AActor* thing, fixed_t x, fixed_t y, int dropoff, const secplane_t * onfloor, FCheckPosition &tm, bool missileCheck = false);
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@ -432,7 +432,7 @@ void P_ResetSightCounters (bool full);
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bool P_TalkFacing (AActor *player);
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bool P_TalkFacing (AActor *player);
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void P_UseLines (player_t* player);
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void P_UseLines (player_t* player);
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bool P_UsePuzzleItem (AActor *actor, int itemType);
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bool P_UsePuzzleItem (AActor *actor, int itemType);
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void P_FindFloorCeiling (AActor *actor, bool onlymidtex = false);
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void P_FindFloorCeiling (AActor *actor, bool onlyspawnpos = false);
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bool P_ChangeSector (sector_t* sector, int crunch, int amt, int floorOrCeil, bool isreset);
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bool P_ChangeSector (sector_t* sector, int crunch, int amt, int floorOrCeil, bool isreset);
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@ -1256,7 +1256,7 @@ bool PIT_CheckThing (AActor *thing, FCheckPosition &tm)
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//
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//
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//==========================================================================
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//==========================================================================
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bool P_CheckPosition (AActor *thing, fixed_t x, fixed_t y, FCheckPosition &tm)
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bool P_CheckPosition (AActor *thing, fixed_t x, fixed_t y, FCheckPosition &tm, bool actorsonly)
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{
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{
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sector_t *newsec;
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sector_t *newsec;
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AActor *thingblocker;
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AActor *thingblocker;
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@ -1399,7 +1399,7 @@ bool P_CheckPosition (AActor *thing, fixed_t x, fixed_t y, FCheckPosition &tm)
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thing->BlockingMobj = NULL;
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thing->BlockingMobj = NULL;
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thing->height = realheight;
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thing->height = realheight;
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if (thing->flags & MF_NOCLIP)
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if (actorsonly || (thing->flags & MF_NOCLIP))
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return (thing->BlockingMobj = thingblocker) == NULL;
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return (thing->BlockingMobj = thingblocker) == NULL;
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FBlockLinesIterator it(box);
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FBlockLinesIterator it(box);
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@ -1435,10 +1435,10 @@ bool P_CheckPosition (AActor *thing, fixed_t x, fixed_t y, FCheckPosition &tm)
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return (thing->BlockingMobj = thingblocker) == NULL;
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return (thing->BlockingMobj = thingblocker) == NULL;
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}
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}
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bool P_CheckPosition (AActor *thing, fixed_t x, fixed_t y)
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bool P_CheckPosition (AActor *thing, fixed_t x, fixed_t y, bool actorsonly)
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{
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{
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FCheckPosition tm;
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FCheckPosition tm;
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return P_CheckPosition(thing, x, y, tm);
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return P_CheckPosition(thing, x, y, tm, actorsonly);
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}
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}
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//----------------------------------------------------------------------------
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//----------------------------------------------------------------------------
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@ -2467,12 +2467,23 @@ void P_NightmareRespawn (AActor *mobj)
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mo = AActor::StaticSpawn(RUNTIME_TYPE(mobj), x, y, z, NO_REPLACE, true);
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mo = AActor::StaticSpawn(RUNTIME_TYPE(mobj), x, y, z, NO_REPLACE, true);
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if (z == ONFLOORZ)
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if (z == ONFLOORZ)
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{
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mo->z += mobj->SpawnPoint[2];
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mo->z += mobj->SpawnPoint[2];
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if (mo->z < mo->floorz)
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{ // Do not respawn monsters in the floor, even if that's where they
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// started. The initial P_ZMovement() call would have put them on
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// the floor right away, but we need them on the floor now so we
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// can use P_CheckPosition() properly.
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mo->z = mo->floorz;
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}
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}
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else if (z == ONCEILINGZ)
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else if (z == ONCEILINGZ)
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{
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mo->z -= mobj->SpawnPoint[2];
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mo->z -= mobj->SpawnPoint[2];
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}
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// something is occupying its position?
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// something is occupying its position?
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if (!P_TestMobjLocation (mo))
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if (!P_CheckPosition(mo, mo->x, mo->y, true))
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{
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{
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//[GrafZahl] MF_COUNTKILL still needs to be checked here.
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//[GrafZahl] MF_COUNTKILL still needs to be checked here.
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mo->ClearCounters();
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mo->ClearCounters();
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@ -2481,7 +2492,7 @@ void P_NightmareRespawn (AActor *mobj)
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}
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}
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// If there are 3D floors, we need to find floor/ceiling again.
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// If there are 3D floors, we need to find floor/ceiling again.
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P_FindFloorCeiling(mo);
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P_FindFloorCeiling(mo, true);
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z = mo->z;
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z = mo->z;
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@ -2649,10 +2649,21 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Respawn)
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{
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{
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// [KS] DIE DIE DIE DIE erm *ahem* =)
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// [KS] DIE DIE DIE DIE erm *ahem* =)
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oktorespawn = P_TeleportMove(self, self->x, self->y, self->z, true);
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oktorespawn = P_TeleportMove(self, self->x, self->y, self->z, true);
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if (oktorespawn)
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{ // Need to do this over again, since P_TeleportMove() will redo
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// it with the proper point-on-side calculation.
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self->UnlinkFromWorld();
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self->LinkToWorld(true);
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sector_t *sec = self->Sector;
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self->dropoffz =
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self->floorz = sec->floorplane.ZatPoint(self->x, self->y);
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self->ceilingz = sec->ceilingplane.ZatPoint(self->x, self->y);
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P_FindFloorCeiling(self, true);
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}
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}
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}
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else
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else
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{
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{
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oktorespawn = P_TestMobjLocation(self);
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oktorespawn = P_CheckPosition(self, self->x, self->z, true);
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}
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}
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if (oktorespawn)
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if (oktorespawn)
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