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- removed debug output from portal transition code.
- handle the case where a portal transition crosses more than a single boundary in one move.
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parent
326907f6ab
commit
b01e0fa06e
3 changed files with 41 additions and 28 deletions
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@ -742,7 +742,7 @@ public:
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bool IsHostile (AActor *other);
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inline bool IsNoClip2() const;
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void CheckPortalTransition();
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void CheckPortalTransition(bool islinked);
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// What species am I?
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virtual FName GetSpecies();
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@ -3289,40 +3289,45 @@ void AActor::SetRoll(angle_t r, bool interpolate)
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}
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void AActor::CheckPortalTransition()
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void AActor::CheckPortalTransition(bool islinked)
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{
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if (!Sector->PortalBlocksMovement(sector_t::ceiling))
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bool moved = false;
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while (!Sector->PortalBlocksMovement(sector_t::ceiling))
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{
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AActor *port = Sector->SkyBoxes[sector_t::ceiling];
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if (Z() > port->threshold)
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{
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fixedvec3 oldpos = Pos();
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UnlinkFromWorld();
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if (islinked && !moved) UnlinkFromWorld();
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SetXYZ(PosRelative(port->Sector));
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PrevX += X() - oldpos.x;
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PrevY += Y() - oldpos.y;
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PrevZ += Z() - oldpos.z;
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LinkToWorld();
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if (player) Printf("Transitioned upwards to sector %d\n", Sector->sectornum);
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return;
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Sector = P_PointInSector(X(), Y());
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moved = true;
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}
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else break;
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}
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if (!Sector->PortalBlocksMovement(sector_t::floor))
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if (!moved)
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{
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AActor *port = Sector->SkyBoxes[sector_t::floor];
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if (Z() < port->threshold && floorz < port->threshold)
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while (!Sector->PortalBlocksMovement(sector_t::floor))
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{
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fixedvec3 oldpos = Pos();
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UnlinkFromWorld();
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SetXYZ(PosRelative(port->Sector));
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PrevX += X() - oldpos.x;
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PrevY += Y() - oldpos.y;
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PrevZ += Z() - oldpos.z;
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LinkToWorld();
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if (player) Printf("Transitioned downwards to sector %d\n", Sector->sectornum);
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return;
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AActor *port = Sector->SkyBoxes[sector_t::floor];
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if (Z() < port->threshold && floorz < port->threshold)
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{
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fixedvec3 oldpos = Pos();
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if (islinked && !moved) UnlinkFromWorld();
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SetXYZ(PosRelative(port->Sector));
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PrevX += X() - oldpos.x;
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PrevY += Y() - oldpos.y;
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PrevZ += Z() - oldpos.z;
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Sector = P_PointInSector(X(), Y());
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moved = true;
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}
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else break;
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}
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}
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if (islinked && moved) LinkToWorld();
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}
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//
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@ -3392,7 +3397,7 @@ void AActor::Tick ()
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UnlinkFromWorld ();
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flags |= MF_NOBLOCKMAP;
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SetXYZ(Vec3Offset(velx, vely, velz));
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CheckPortalTransition();
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CheckPortalTransition(false);
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SetMovement(velx, vely, velz);
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LinkToWorld ();
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}
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@ -3860,7 +3865,7 @@ void AActor::Tick ()
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Crash();
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}
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CheckPortalTransition();
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CheckPortalTransition(true);
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UpdateWaterLevel (oldz);
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@ -640,7 +640,8 @@ void R_InterpolateView (player_t *player, fixed_t frac, InterpolationViewer *ivi
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// Due to interpolation this is not necessarily the same as the sector the camera is in.
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viewsector = R_PointInSubsector(viewx, viewy)->sector;
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if (!viewsector->PortalBlocksMovement(sector_t::ceiling))
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bool moved = false;
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while (!viewsector->PortalBlocksMovement(sector_t::ceiling))
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{
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AActor *point = viewsector->SkyBoxes[sector_t::ceiling];
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if (viewz > point->threshold)
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@ -648,16 +649,23 @@ void R_InterpolateView (player_t *player, fixed_t frac, InterpolationViewer *ivi
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viewx += point->scaleX;
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viewy += point->scaleY;
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viewsector = R_PointInSubsector(viewx, viewy)->sector;
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moved = true;
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}
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else break;
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}
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if (!viewsector->PortalBlocksMovement(sector_t::floor))
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if (!moved)
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{
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AActor *point = viewsector->SkyBoxes[sector_t::floor];
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if (viewz < point->threshold)
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while (!viewsector->PortalBlocksMovement(sector_t::floor))
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{
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viewx += point->scaleX;
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viewy += point->scaleY;
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viewsector = R_PointInSubsector(viewx, viewy)->sector;
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AActor *point = viewsector->SkyBoxes[sector_t::floor];
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if (viewz < point->threshold)
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{
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viewx += point->scaleX;
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viewy += point->scaleY;
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viewsector = R_PointInSubsector(viewx, viewy)->sector;
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moved = true;
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}
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else break;
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}
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}
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}
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