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- Make floatbobbing a purely cosmetic effect that does not alter an actor's real position in the world.
SVN r3744 (trunk)
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parent
154e83331d
commit
5e2b4bddda
4 changed files with 16 additions and 53 deletions
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@ -379,10 +379,6 @@ DEFINE_ACTION_FUNCTION(AActor, A_RestoreSpecialPosition)
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else
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{
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self->z = self->SpawnPoint[2] + self->floorz;
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if (self->flags2 & MF2_FLOATBOB)
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{
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self->z += FloatBobOffsets[(self->FloatBobPhase + level.maptime) & 63];
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}
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}
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// Redo floor/ceiling check, in case of 3D floors
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P_FindFloorCeiling(self, FFCF_SAMESECTOR | FFCF_ONLY3DFLOORS | FFCF_3DRESTRICT);
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@ -1471,12 +1471,7 @@ bool P_TestMobjLocation (AActor *mobj)
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if (P_CheckPosition(mobj, mobj->x, mobj->y))
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{ // XY is ok, now check Z
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mobj->flags = flags;
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fixed_t z = mobj->z;
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if (mobj->flags2 & MF2_FLOATBOB)
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{
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z -= FloatBobOffsets[(mobj->FloatBobPhase + level.maptime - 1) & 63];
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}
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if ((z < mobj->floorz) || (z + mobj->height > mobj->ceilingz))
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if ((mobj->z < mobj->floorz) || (mobj->z + mobj->height > mobj->ceilingz))
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{ // Bad Z
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return false;
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}
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@ -4975,15 +4970,7 @@ void PIT_FloorDrop (AActor *thing, FChangePosition *cpos)
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{
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fixed_t oldz = thing->z;
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// If float bob, always stay the same approximate distance above
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// the floor; otherwise only move things standing on the floor,
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// and only do it if the drop is slow enough.
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if (thing->flags2 & MF2_FLOATBOB)
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{
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thing->z = thing->z - oldfloorz + thing->floorz;
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P_CheckFakeFloorTriggers (thing, oldz);
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}
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else if ((thing->flags & MF_NOGRAVITY) || (thing->flags5 & MF5_MOVEWITHSECTOR) ||
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if ((thing->flags & MF_NOGRAVITY) || (thing->flags5 & MF5_MOVEWITHSECTOR) ||
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(((cpos->sector->Flags & SECF_FLOORDROP) || cpos->moveamt < 9*FRACUNIT)
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&& thing->z - thing->floorz <= cpos->moveamt))
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{
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@ -5008,8 +4995,7 @@ void PIT_FloorRaise (AActor *thing, FChangePosition *cpos)
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if (oldfloorz == thing->floorz) return;
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// Move things intersecting the floor up
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if (thing->z <= thing->floorz ||
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(!(thing->flags & MF_NOGRAVITY) && (thing->flags2 & MF2_FLOATBOB)))
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if (thing->z <= thing->floorz)
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{
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if (thing->flags4 & MF4_ACTLIKEBRIDGE)
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{
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@ -5018,14 +5004,7 @@ void PIT_FloorRaise (AActor *thing, FChangePosition *cpos)
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}
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intersectors.Clear ();
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fixed_t oldz = thing->z;
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if (!(thing->flags2 & MF2_FLOATBOB))
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{
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thing->z = thing->floorz;
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}
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else
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{
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thing->z = thing->z - oldfloorz + thing->floorz;
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}
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thing->z = thing->floorz;
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switch (P_PushUp (thing, cpos))
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{
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default:
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@ -2168,10 +2168,7 @@ void P_ZMovement (AActor *mo, fixed_t oldfloorz)
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mo->player->deltaviewheight = mo->player->GetDeltaViewHeight();
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}
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if (!(mo->flags2 & MF2_FLOATBOB))
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{
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mo->z += mo->velz;
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}
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mo->z += mo->velz;
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//
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// apply gravity
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@ -2252,11 +2249,6 @@ void P_ZMovement (AActor *mo, fixed_t oldfloorz)
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}
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}
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if (mo->flags2 & MF2_FLOATBOB)
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{
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mo->z += mo->velz;
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}
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//
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// adjust height
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//
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@ -3368,14 +3360,7 @@ void AActor::Tick ()
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}
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}
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if (flags2 & MF2_FLOATBOB)
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{ // Floating item bobbing motion
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z += FloatBobDiffs[(FloatBobPhase + level.maptime) & 63];
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}
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if (velz || BlockingMobj ||
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(z != floorz && (!(flags2 & MF2_FLOATBOB) ||
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(z - FloatBobOffsets[(FloatBobPhase + level.maptime) & 63] != floorz)
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)))
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if (velz || BlockingMobj || z != floorz)
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{ // Handle Z velocity and gravity
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if (((flags2 & MF2_PASSMOBJ) || (flags & MF_SPECIAL)) && !(i_compatflags & COMPATF_NO_PASSMOBJ))
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{
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@ -3808,11 +3793,7 @@ AActor *AActor::StaticSpawn (const PClass *type, fixed_t ix, fixed_t iy, fixed_t
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actor->SpawnPoint[2] = (actor->z - actor->floorz);
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}
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if (actor->flags2 & MF2_FLOATBOB)
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{ // Prime the bobber
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actor->FloatBobPhase = rng();
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actor->z += FloatBobOffsets[(actor->FloatBobPhase + level.maptime - 1) & 63];
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}
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actor->FloatBobPhase = rng(); // Don't make everything bob in sync
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if (actor->flags2 & MF2_FLOORCLIP)
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{
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actor->AdjustFloorClip ();
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@ -4967,7 +4948,7 @@ int P_GetThingFloorType (AActor *thing)
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bool P_HitWater (AActor * thing, sector_t * sec, fixed_t x, fixed_t y, fixed_t z, bool checkabove, bool alert)
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{
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if (thing->flags2 & MF2_FLOATBOB || thing->flags3 & MF3_DONTSPLASH)
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if (thing->flags3 & MF3_DONTSPLASH)
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return false;
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if (thing->player && (thing->player->cheats & CF_PREDICTING))
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@ -5128,7 +5109,7 @@ bool P_HitFloor (AActor *thing)
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return false;
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}
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if (thing->flags2 & MF2_FLOATBOB || thing->flags3 & MF3_DONTSPLASH)
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if (thing->flags3 & MF3_DONTSPLASH)
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return false;
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// don't splash if landing on the edge above water/lava/etc....
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@ -61,6 +61,7 @@
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#include "r_data/r_translate.h"
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#include "r_data/colormaps.h"
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#include "r_data/voxels.h"
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#include "p_local.h"
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// [RH] A c-buffer. Used for keeping track of offscreen voxel spans.
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@ -513,6 +514,12 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor
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fy = thing->PrevY + FixedMul (r_TicFrac, thing->y - thing->PrevY);
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fz = thing->PrevZ + FixedMul (r_TicFrac, thing->z - thing->PrevZ);
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// [RH] Make floatbobbing a renderer-only effect.
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if (thing->flags2 & MF2_FLOATBOB)
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{
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fz += finesine[(Scale(thing->FloatBobPhase + level.maptime, FINEANGLES, 64) + r_TicFrac * ((FINEANGLES/64) / 1000)) & FINEMASK] * 8;
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}
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// transform the origin point
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tr_x = fx - viewx;
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tr_y = fy - viewy;
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