mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-11 07:11:54 +00:00
Merge branch 'master' of https://github.com/rheit/zdoom
This commit is contained in:
commit
7de2139e9f
12 changed files with 108 additions and 57 deletions
|
@ -1973,7 +1973,7 @@ static void D_DoomInit()
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// Set the FPU precision to 53 significant bits. This is the default
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// for Visual C++, but not for GCC, so some slight math variances
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// might crop up if we leave it alone.
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#if defined(_FPU_GETCW)
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#if defined(_FPU_GETCW) && defined(_FPU_EXTENDED) && defined(_FPU_DOUBLE)
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{
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int cw;
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_FPU_GETCW(cw);
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@ -576,6 +576,6 @@ DThinker *FThinkerIterator::Next ()
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ADD_STAT (think)
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{
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FString out;
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out.Format ("Think time = %04.1f ms, Action = %04.1f ms", ThinkCycles.TimeMS(), ActionCycles.TimeMS());
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out.Format ("Think time = %04.2f ms, Action = %04.2f ms", ThinkCycles.TimeMS(), ActionCycles.TimeMS());
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return out;
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}
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@ -1221,32 +1221,48 @@ void G_FinishTravel ()
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}
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}
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if (start == NULL) start = G_PickPlayerStart(pnum, 0);
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if (start == NULL)
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{
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start = G_PickPlayerStart(pnum, 0);
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if (start == NULL)
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{
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Printf(TEXTCOLOR_RED "No player %d start to travel to!\n", pnum + 1);
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// Move to the coordinates this player had when they left the level.
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pawn->SetXYZ(pawndup->X(), pawndup->Y(), pawndup->Z());
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}
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}
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oldpawn = pawndup;
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// The player being spawned here is a short lived dummy and
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// must not start any ENTER script or big problems will happen.
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pawndup = P_SpawnPlayer(start, pnum, SPF_TEMPPLAYER);
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if (!(changeflags & CHANGELEVEL_KEEPFACING))
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if (pawndup != NULL)
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{
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pawn->angle = pawndup->angle;
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pawn->pitch = pawndup->pitch;
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if (!(changeflags & CHANGELEVEL_KEEPFACING))
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{
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pawn->angle = pawndup->angle;
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pawn->pitch = pawndup->pitch;
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}
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pawn->SetXYZ(pawndup->X(), pawndup->Y(), pawndup->Z());
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pawn->velx = pawndup->velx;
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pawn->vely = pawndup->vely;
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pawn->velz = pawndup->velz;
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pawn->Sector = pawndup->Sector;
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pawn->floorz = pawndup->floorz;
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pawn->ceilingz = pawndup->ceilingz;
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pawn->dropoffz = pawndup->dropoffz;
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pawn->floorsector = pawndup->floorsector;
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pawn->floorpic = pawndup->floorpic;
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pawn->floorterrain = pawndup->floorterrain;
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pawn->ceilingsector = pawndup->ceilingsector;
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pawn->ceilingpic = pawndup->ceilingpic;
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pawn->floorclip = pawndup->floorclip;
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pawn->waterlevel = pawndup->waterlevel;
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}
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else
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{
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P_FindFloorCeiling(pawn);
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}
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pawn->SetXYZ(pawndup->X(), pawndup->Y(), pawndup->Z());
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pawn->velx = pawndup->velx;
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pawn->vely = pawndup->vely;
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pawn->velz = pawndup->velz;
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pawn->Sector = pawndup->Sector;
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pawn->floorz = pawndup->floorz;
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pawn->ceilingz = pawndup->ceilingz;
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pawn->dropoffz = pawndup->dropoffz;
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pawn->floorsector = pawndup->floorsector;
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pawn->floorpic = pawndup->floorpic;
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pawn->floorterrain = pawndup->floorterrain;
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pawn->ceilingsector = pawndup->ceilingsector;
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pawn->ceilingpic = pawndup->ceilingpic;
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pawn->floorclip = pawndup->floorclip;
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pawn->waterlevel = pawndup->waterlevel;
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pawn->target = NULL;
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pawn->lastenemy = NULL;
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pawn->player->mo = pawn;
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@ -1255,7 +1271,10 @@ void G_FinishTravel ()
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pawn->flags2 &= ~MF2_BLASTED;
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DObject::StaticPointerSubstitution (oldpawn, pawn);
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oldpawn->Destroy();
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pawndup->Destroy ();
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if (pawndup != NULL)
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{
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pawndup->Destroy();
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}
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pawn->LinkToWorld ();
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pawn->ClearInterpolation();
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pawn->AddToHash ();
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@ -2607,7 +2607,7 @@ static bool P_CheckForResurrection(AActor *self, bool usevilestates)
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FPortalGroupArray check(FPortalGroupArray::PGA_Full3d);
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FMultiBlockThingsIterator it(check, viletry.x, viletry.y, self->Z() - 64* FRACUNIT, self->Top() + 64 * FRACUNIT, 32 * FRACUNIT);
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FMultiBlockThingsIterator it(check, viletry.x, viletry.y, self->Z() - 64* FRACUNIT, self->Top() + 64 * FRACUNIT, 32 * FRACUNIT, false, NULL);
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FMultiBlockThingsIterator::CheckResult cres;
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while (it.Next(&cres))
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{
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@ -2618,8 +2618,8 @@ static bool P_CheckForResurrection(AActor *self, bool usevilestates)
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// use the current actor's radius instead of the Arch Vile's default.
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fixed_t maxdist = corpsehit->GetDefault()->radius + self->radius;
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if (abs(cres.position.x - viletry.x) > maxdist ||
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abs(cres.position.y - viletry.y) > maxdist)
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if (abs(corpsehit->Pos().x - cres.position.x) > maxdist ||
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abs(corpsehit->Pos().y - cres.position.y) > maxdist)
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continue; // not actually touching
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// Let's check if there are floors in between the archvile and its target
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@ -431,9 +431,10 @@ bool P_TeleportMove(AActor *thing, fixed_t x, fixed_t y, fixed_t z, bool telefra
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// P_LineOpening requires the thing's z to be the destination z in order to work.
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fixed_t savedz = thing->Z();
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thing->SetZ(z);
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sector_t *sector = P_PointInSector(x, y);
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FPortalGroupArray grouplist;
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FMultiBlockLinesIterator mit(grouplist, x, y, z, thing->height, thing->radius);
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FMultiBlockLinesIterator mit(grouplist, x, y, z, thing->height, thing->radius, sector);
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FMultiBlockLinesIterator::CheckResult cres;
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while (mit.Next(&cres))
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@ -444,7 +445,7 @@ bool P_TeleportMove(AActor *thing, fixed_t x, fixed_t y, fixed_t z, bool telefra
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if (tmf.touchmidtex) tmf.dropoffz = tmf.floorz;
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FMultiBlockThingsIterator mit2(grouplist, x, y, z, thing->height, thing->radius);
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FMultiBlockThingsIterator mit2(grouplist, x, y, z, thing->height, thing->radius, false, sector);
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FMultiBlockThingsIterator::CheckResult cres2;
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while (mit2.Next(&cres2))
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@ -1670,7 +1671,7 @@ bool P_CheckPosition(AActor *thing, fixed_t x, fixed_t y, FCheckPosition &tm, bo
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FBoundingBox box(x, y, thing->radius);
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FPortalGroupArray pcheck;
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FMultiBlockThingsIterator it2(pcheck, x, y, thing->Z(), thing->height, thing->radius);
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FMultiBlockThingsIterator it2(pcheck, x, y, thing->Z(), thing->height, thing->radius, false, newsec);
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FMultiBlockThingsIterator::CheckResult tcres;
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while ((it2.Next(&tcres)))
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@ -1740,7 +1741,7 @@ bool P_CheckPosition(AActor *thing, fixed_t x, fixed_t y, FCheckPosition &tm, bo
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spechit.Clear();
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portalhit.Clear();
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FMultiBlockLinesIterator it(pcheck, x, y, thing->Z(), thing->height, thing->radius);
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FMultiBlockLinesIterator it(pcheck, x, y, thing->Z(), thing->height, thing->radius, newsec);
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FMultiBlockLinesIterator::CheckResult lcres;
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fixed_t thingdropoffz = tm.floorz;
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@ -2405,11 +2406,18 @@ bool P_TryMove(AActor *thing, fixed_t x, fixed_t y,
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if (!(thing->flags & (MF_TELEPORT | MF_NOCLIP)))
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{
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spechit_t spec;
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fixedvec3 lastpos = thing->Pos();
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while (spechit.Pop(spec))
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{
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line_t *ld = spec.line;
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// see if the line was crossed
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side = P_PointOnLineSide(spec.refpos.x, spec.refpos.y, ld);
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// One more case of trying to preserve some side effects from the original:
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// If the reference position is the same as the actor's position before checking the spechits,
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// we use the thing's actual position, including all the side effects of the original.
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// If some portal transition has to be considered here, we cannot do that and use the reference position stored with the spechit.
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bool posisoriginal = (spec.refpos.x == lastpos.x && spec.refpos.y == lastpos.y);
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side = posisoriginal? P_PointOnLineSide(thing->X(), thing->Y(), ld) : P_PointOnLineSide(spec.refpos.x, spec.refpos.y, ld);
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oldside = P_PointOnLineSide(spec.oldrefpos.x, spec.oldrefpos.y, ld);
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if (side != oldside && ld->special && !(thing->flags6 & MF6_NOTRIGGER))
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{
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@ -5251,7 +5259,7 @@ void P_RadiusAttack(AActor *bombspot, AActor *bombsource, int bombdamage, int bo
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double bombdamagefloat = (double)bombdamage;
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FPortalGroupArray grouplist(FPortalGroupArray::PGA_Full3d);
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FMultiBlockThingsIterator it(grouplist, bombspot->X(), bombspot->Y(), bombspot->Z() - bombdistfix, bombspot->height + bombdistfix*2, bombdistfix);
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FMultiBlockThingsIterator it(grouplist, bombspot->X(), bombspot->Y(), bombspot->Z() - bombdistfix, bombspot->height + bombdistfix*2, bombdistfix, false, bombspot->Sector);
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FMultiBlockThingsIterator::CheckResult cres;
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if (flags & RADF_SOURCEISSPOT)
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@ -741,16 +741,19 @@ FMultiBlockLinesIterator::FMultiBlockLinesIterator(FPortalGroupArray &check, AAc
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if (!check.inited) P_CollectConnectedGroups(origin->Sector->PortalGroup, checkpoint, origin->Top(), checkradius, checklist);
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checkpoint.z = checkradius == -1? origin->radius : checkradius;
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basegroup = origin->Sector->PortalGroup;
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startsector = origin->Sector;
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Reset();
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}
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FMultiBlockLinesIterator::FMultiBlockLinesIterator(FPortalGroupArray &check, fixed_t checkx, fixed_t checky, fixed_t checkz, fixed_t checkh, fixed_t checkradius)
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FMultiBlockLinesIterator::FMultiBlockLinesIterator(FPortalGroupArray &check, fixed_t checkx, fixed_t checky, fixed_t checkz, fixed_t checkh, fixed_t checkradius, sector_t *newsec)
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: checklist(check)
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{
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checkpoint.x = checkx;
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checkpoint.y = checky;
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checkpoint.z = checkz;
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basegroup = P_PointInSector(checkx, checky)->PortalGroup;
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if (newsec == NULL) newsec = P_PointInSector(checkx, checky);
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startsector = newsec;
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basegroup = newsec->PortalGroup;
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if (!check.inited) P_CollectConnectedGroups(basegroup, checkpoint, checkz + checkh, checkradius, checklist);
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checkpoint.z = checkradius;
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Reset();
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@ -766,10 +769,9 @@ bool FMultiBlockLinesIterator::GoUp(fixed_t x, fixed_t y)
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{
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if (continueup)
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{
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sector_t *sector = P_PointInSector(x, y);
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if (!sector->PortalBlocksMovement(sector_t::ceiling))
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if (!cursector->PortalBlocksMovement(sector_t::ceiling))
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{
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startIteratorForGroup(sector->SkyBoxes[sector_t::ceiling]->Sector->PortalGroup);
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startIteratorForGroup(cursector->SkyBoxes[sector_t::ceiling]->Sector->PortalGroup);
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portalflags = FFCF_NOFLOOR;
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return true;
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}
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@ -788,10 +790,9 @@ bool FMultiBlockLinesIterator::GoDown(fixed_t x, fixed_t y)
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{
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if (continuedown)
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{
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sector_t *sector = P_PointInSector(x, y);
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if (!sector->PortalBlocksMovement(sector_t::floor))
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if (!cursector->PortalBlocksMovement(sector_t::floor))
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{
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startIteratorForGroup(sector->SkyBoxes[sector_t::floor]->Sector->PortalGroup);
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startIteratorForGroup(cursector->SkyBoxes[sector_t::floor]->Sector->PortalGroup);
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portalflags = FFCF_NOCEILING;
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return true;
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}
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@ -871,6 +872,7 @@ void FMultiBlockLinesIterator::startIteratorForGroup(int group)
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offset = Displacements.getOffset(basegroup, group);
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offset.x += checkpoint.x;
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offset.y += checkpoint.y;
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cursector = group == startsector->PortalGroup ? startsector : P_PointInSector(offset.x, offset.y);
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bbox.setBox(offset.x, offset.y, checkpoint.z);
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blockIterator.init(bbox);
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}
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@ -1076,13 +1078,14 @@ FMultiBlockThingsIterator::FMultiBlockThingsIterator(FPortalGroupArray &check, A
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Reset();
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}
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FMultiBlockThingsIterator::FMultiBlockThingsIterator(FPortalGroupArray &check, fixed_t checkx, fixed_t checky, fixed_t checkz, fixed_t checkh, fixed_t checkradius, bool ignorerestricted)
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FMultiBlockThingsIterator::FMultiBlockThingsIterator(FPortalGroupArray &check, fixed_t checkx, fixed_t checky, fixed_t checkz, fixed_t checkh, fixed_t checkradius, bool ignorerestricted, sector_t *newsec)
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: checklist(check)
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{
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checkpoint.x = checkx;
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checkpoint.y = checky;
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checkpoint.z = checkz;
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basegroup = P_PointInSector(checkx, checky)->PortalGroup;
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if (newsec == NULL) newsec = P_PointInSector(checkx, checky);
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basegroup = newsec->PortalGroup;
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if (!check.inited) P_CollectConnectedGroups(basegroup, checkpoint, checkz + checkh, checkradius, checklist);
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checkpoint.z = checkradius;
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Reset();
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|
|
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@ -218,6 +218,8 @@ class FMultiBlockLinesIterator
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FPortalGroupArray &checklist;
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fixedvec3 checkpoint;
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fixedvec2 offset;
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sector_t *startsector;
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sector_t *cursector;
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short basegroup;
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short portalflags;
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short index;
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@ -240,7 +242,7 @@ public:
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};
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FMultiBlockLinesIterator(FPortalGroupArray &check, AActor *origin, fixed_t checkradius = -1);
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FMultiBlockLinesIterator(FPortalGroupArray &check, fixed_t checkx, fixed_t checky, fixed_t checkz, fixed_t checkh, fixed_t checkradius);
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FMultiBlockLinesIterator(FPortalGroupArray &check, fixed_t checkx, fixed_t checky, fixed_t checkz, fixed_t checkh, fixed_t checkradius, sector_t *newsec);
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bool Next(CheckResult *item);
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void Reset();
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// for stopping group traversal through portals. Only the calling code can decide whether this is needed so this needs to be set from the outside.
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|
@ -325,7 +327,7 @@ public:
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|||
};
|
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|
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FMultiBlockThingsIterator(FPortalGroupArray &check, AActor *origin, fixed_t checkradius = -1, bool ignorerestricted = false);
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FMultiBlockThingsIterator(FPortalGroupArray &check, fixed_t checkx, fixed_t checky, fixed_t checkz, fixed_t checkh, fixed_t checkradius, bool ignorerestricted = false);
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FMultiBlockThingsIterator(FPortalGroupArray &check, fixed_t checkx, fixed_t checky, fixed_t checkz, fixed_t checkh, fixed_t checkradius, bool ignorerestricted, sector_t *newsec);
|
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bool Next(CheckResult *item);
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void Reset();
|
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const FBoundingBox &Box() const
|
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|
|
|
@ -1983,7 +1983,7 @@ fixed_t P_XYMovement (AActor *mo, fixed_t scrollx, fixed_t scrolly)
|
|||
|
||||
FCheckPosition tm(!!(mo->flags2 & MF2_RIP));
|
||||
|
||||
|
||||
angle_t oldangle = mo->angle;
|
||||
do
|
||||
{
|
||||
if (i_compatflags & COMPATF_WALLRUN) pushtime++;
|
||||
|
@ -2213,13 +2213,25 @@ explode:
|
|||
// If the new position does not match the desired position, the player
|
||||
// must have gone through a teleporter, so stop moving right now if it
|
||||
// was a regular teleporter. If it was a line-to-line or fogless teleporter,
|
||||
// the move should continue, but startx and starty need to change.
|
||||
// the move should continue, but startx, starty and xmove, ymove need to change.
|
||||
if (mo->velx == 0 && mo->vely == 0)
|
||||
{
|
||||
step = steps;
|
||||
}
|
||||
else
|
||||
{
|
||||
angle_t anglediff = (mo->angle - oldangle) >> ANGLETOFINESHIFT;
|
||||
|
||||
if (anglediff != 0)
|
||||
{
|
||||
fixed_t xnew = FixedMul(xmove, finecosine[anglediff]) - FixedMul(ymove, finesine[anglediff]);
|
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fixed_t ynew = FixedMul(xmove, finesine[anglediff]) + FixedMul(ymove, finecosine[anglediff]);
|
||||
|
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xmove = xnew;
|
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ymove = ynew;
|
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oldangle = mo->angle; // in case more moves are needed this needs to be updated.
|
||||
}
|
||||
|
||||
startx = mo->X() - Scale (xmove, step, steps);
|
||||
starty = mo->Y() - Scale (ymove, step, steps);
|
||||
}
|
||||
|
@ -4603,6 +4615,10 @@ APlayerPawn *P_SpawnPlayer (FPlayerStart *mthing, int playernum, int flags)
|
|||
fixed_t spawn_x, spawn_y, spawn_z;
|
||||
angle_t spawn_angle;
|
||||
|
||||
if (mthing == NULL)
|
||||
{
|
||||
return NULL;
|
||||
}
|
||||
// not playing?
|
||||
if ((unsigned)playernum >= (unsigned)MAXPLAYERS || !playeringame[playernum])
|
||||
return NULL;
|
||||
|
|
|
@ -940,12 +940,13 @@ fixed_t sector_t::NextHighestCeilingAt(fixed_t x, fixed_t y, fixed_t z, int flag
|
|||
while (true)
|
||||
{
|
||||
// Looking through planes from bottom to top
|
||||
fixed_t realceil = sec->ceilingplane.ZatPoint(x, y);
|
||||
for (int i = sec->e->XFloor.ffloors.Size() - 1; i >= 0; --i)
|
||||
{
|
||||
F3DFloor *ff = sec->e->XFloor.ffloors[i];
|
||||
|
||||
fixed_t ffz = ff->bottom.plane->ZatPoint(x, y);
|
||||
if ((ff->flags & (FF_EXISTS | FF_SOLID)) == (FF_EXISTS | FF_SOLID) && z <= ffz)
|
||||
if (ffz < realceil && ((ff->flags & (FF_EXISTS | FF_SOLID)) == (FF_EXISTS | FF_SOLID) && z <= ffz))
|
||||
{ // This floor is above our eyes.
|
||||
if (resultsec) *resultsec = sec;
|
||||
if (resultffloor) *resultffloor = ff;
|
||||
|
@ -956,7 +957,7 @@ fixed_t sector_t::NextHighestCeilingAt(fixed_t x, fixed_t y, fixed_t z, int flag
|
|||
{ // Use sector's floor
|
||||
if (resultffloor) *resultffloor = NULL;
|
||||
if (resultsec) *resultsec = sec;
|
||||
return sec->ceilingplane.ZatPoint(x, y);
|
||||
return realceil;
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -977,17 +978,19 @@ fixed_t sector_t::NextLowestFloorAt(fixed_t x, fixed_t y, fixed_t z, int flags,
|
|||
{
|
||||
// Looking through planes from top to bottom
|
||||
unsigned numff = sec->e->XFloor.ffloors.Size();
|
||||
fixed_t realfloor = sec->floorplane.ZatPoint(x, y);
|
||||
for (unsigned i = 0; i < numff; ++i)
|
||||
{
|
||||
F3DFloor *ff = sec->e->XFloor.ffloors[i];
|
||||
|
||||
fixed_t ffz = ff->top.plane->ZatPoint(x, y);
|
||||
fixed_t ffb = ff->bottom.plane->ZatPoint(x, y);
|
||||
|
||||
// either with feet above the 3D floor or feet with less than 'stepheight' map units inside
|
||||
if ((ff->flags & (FF_EXISTS | FF_SOLID)) == (FF_EXISTS | FF_SOLID))
|
||||
{
|
||||
if (z >= ffz || (!(flags & FFCF_3DRESTRICT) && (ffb < z && ffz < z + steph)))
|
||||
fixed_t ffz = ff->top.plane->ZatPoint(x, y);
|
||||
fixed_t ffb = ff->bottom.plane->ZatPoint(x, y);
|
||||
|
||||
if (ffz > realfloor && (z >= ffz || (!(flags & FFCF_3DRESTRICT) && (ffb < z && ffz < z + steph))))
|
||||
{ // This floor is beneath our feet.
|
||||
if (resultsec) *resultsec = sec;
|
||||
if (resultffloor) *resultffloor = ff;
|
||||
|
@ -999,7 +1002,7 @@ fixed_t sector_t::NextLowestFloorAt(fixed_t x, fixed_t y, fixed_t z, int flags,
|
|||
{ // Use sector's floor
|
||||
if (resultffloor) *resultffloor = NULL;
|
||||
if (resultsec) *resultsec = sec;
|
||||
return sec->floorplane.ZatPoint(x, y);
|
||||
return realfloor;
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
|
@ -2277,7 +2277,7 @@ void DPusher::Tick ()
|
|||
// point pusher. Crosses sectors, so use blockmap.
|
||||
|
||||
FPortalGroupArray check(FPortalGroupArray::PGA_NoSectorPortals); // no sector portals because this thing is utterly z-unaware.
|
||||
FMultiBlockThingsIterator it(check, m_X, m_Y, 0, 0, m_Radius);
|
||||
FMultiBlockThingsIterator it(check, m_X, m_Y, 0, 0, m_Radius, false, m_Source->Sector);
|
||||
FMultiBlockThingsIterator::CheckResult cres;
|
||||
|
||||
|
||||
|
|
|
@ -2643,12 +2643,12 @@ void R_StoreWallRange (int start, int stop)
|
|||
{
|
||||
if (pds.ceilingclip[i] < 0)
|
||||
pds.ceilingclip[i] = 0;
|
||||
if (pds.ceilingclip[i] >= RenderTarget->GetHeight())
|
||||
pds.ceilingclip[i] = RenderTarget->GetHeight()-1;
|
||||
if (pds.ceilingclip[i] >= viewheight)
|
||||
pds.ceilingclip[i] = viewheight-1;
|
||||
if (pds.floorclip[i] < 0)
|
||||
pds.floorclip[i] = 0;
|
||||
if (pds.floorclip[i] >= RenderTarget->GetHeight())
|
||||
pds.floorclip[i] = RenderTarget->GetHeight()-1;
|
||||
if (pds.floorclip[i] >= viewheight)
|
||||
pds.floorclip[i] = viewheight-1;
|
||||
}
|
||||
|
||||
pds.mirror = curline->linedef->special == Line_Mirror;
|
||||
|
|
|
@ -5583,7 +5583,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RadiusGive)
|
|||
{
|
||||
FPortalGroupArray check(FPortalGroupArray::PGA_Full3d);
|
||||
fixed_t mid = self->Z() + self->height / 2;
|
||||
FMultiBlockThingsIterator it(check, self->X(), self->Y(), mid-distance, mid+distance, distance);
|
||||
FMultiBlockThingsIterator it(check, self->X(), self->Y(), mid-distance, mid+distance, distance, false, self->Sector);
|
||||
FMultiBlockThingsIterator::CheckResult cres;
|
||||
|
||||
while ((it.Next(&cres)))
|
||||
|
|
Loading…
Reference in a new issue