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- fixed: Sight checks through portals must disable all early-outs.
These can also be triggered from lines outside the actually valid range because the checks are done before the lines get ordered by distance.
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c6a5e74c75
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555f339924
2 changed files with 48 additions and 30 deletions
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@ -158,6 +158,7 @@ public:
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bool IsStatic() override { return false; }
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};
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extern DStaticEventHandler* E_FirstEventHandler;
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extern DStaticEventHandler* E_LastEventHandler;
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// we cannot call this DEvent because in ZScript, 'event' is a keyword
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class DBaseEvent : public DObject
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@ -107,6 +107,7 @@ class SightCheck
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bool P_SightCheckLine (line_t *ld);
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int P_SightBlockLinesIterator (int x, int y);
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bool P_SightTraverseIntercepts ();
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bool LineBlocksSight(line_t *ld);
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public:
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bool P_SightPathTraverse ();
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@ -211,7 +212,14 @@ bool SightCheck::PTR_SightTraverse (intercept_t *in)
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double trX = Trace.x + Trace.dx * in->frac;
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double trY = Trace.y + Trace.dy * in->frac;
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P_SightOpening (open, li, trX, trY);
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P_SightOpening(open, li, trX, trY);
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if (LineBlocksSight(in->d.line))
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{
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// This may not skip P_SightOpening, but only reduce the open range to 0.
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open.range = 0;
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open.bottom = open.top;
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}
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FLinePortal *lport = li->getPortal();
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@ -362,6 +370,42 @@ bool SightCheck::PTR_SightTraverse (intercept_t *in)
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}
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// performs trivial visibility checks.
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bool SightCheck::LineBlocksSight(line_t *ld)
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{
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// try to early out the check
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if (!ld->backsector || !(ld->flags & ML_TWOSIDED) || (ld->flags & ML_BLOCKSIGHT))
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return true; // stop checking
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// [RH] don't see past block everything lines
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if (ld->flags & ML_BLOCKEVERYTHING)
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{
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if (!(Flags & SF_SEEPASTBLOCKEVERYTHING))
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{
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return true;
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}
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// Pretend the other side is invisible if this is not an impact line
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// that runs a script on the current map. Used to prevent monsters
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// from trying to attack through a block everything line unless
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// there's a chance their attack will make it nonblocking.
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if (!(Flags & SF_SEEPASTSHOOTABLELINES))
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{
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if (!(ld->activation & SPAC_Impact))
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{
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return true;
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}
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if (ld->special != ACS_Execute && ld->special != ACS_ExecuteAlways)
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{
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return true;
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}
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if (ld->args[1] != 0 && ld->args[1] != level.levelnum)
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{
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return true;
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}
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}
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}
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return false;
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}
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/*
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==================
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@ -392,36 +436,9 @@ bool SightCheck::P_SightCheckLine (line_t *ld)
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return true; // line isn't crossed
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}
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// try to early out the check
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if (!ld->backsector || !(ld->flags & ML_TWOSIDED) || (ld->flags & ML_BLOCKSIGHT))
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return false; // stop checking
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// [RH] don't see past block everything lines
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if (ld->flags & ML_BLOCKEVERYTHING)
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if (!portalfound) // when portals come into play, the quick-outs here may not be performed
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{
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if (!(Flags & SF_SEEPASTBLOCKEVERYTHING))
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{
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return false;
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}
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// Pretend the other side is invisible if this is not an impact line
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// that runs a script on the current map. Used to prevent monsters
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// from trying to attack through a block everything line unless
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// there's a chance their attack will make it nonblocking.
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if (!(Flags & SF_SEEPASTSHOOTABLELINES))
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{
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if (!(ld->activation & SPAC_Impact))
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{
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return false;
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}
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if (ld->special != ACS_Execute && ld->special != ACS_ExecuteAlways)
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{
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return false;
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}
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if (ld->args[1] != 0 && ld->args[1] != level.levelnum)
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{
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return false;
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}
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}
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if (LineBlocksSight(ld)) return false;
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}
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sightcounts[3]++;
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