mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-10 14:51:51 +00:00
Add per-actor friction
- This is multiplied by the sector's friction. - This is intentionally not serialized yet, while awaiting feedback.
This commit is contained in:
parent
0f8a0020ed
commit
ea7ba9dba3
7 changed files with 47 additions and 18 deletions
|
@ -906,6 +906,7 @@ public:
|
|||
fixed_t wallbouncefactor; // The bounce factor for walls can be different.
|
||||
int bouncecount; // Strife's grenades only bounce twice before exploding
|
||||
fixed_t gravity; // [GRB] Gravity factor
|
||||
fixed_t Friction;
|
||||
int FastChaseStrafeCount;
|
||||
fixed_t pushfactor;
|
||||
int lastpush;
|
||||
|
|
|
@ -3605,7 +3605,8 @@ enum
|
|||
APROP_MeleeRange = 38,
|
||||
APROP_ViewHeight = 39,
|
||||
APROP_AttackZOffset = 40,
|
||||
APROP_StencilColor = 41
|
||||
APROP_StencilColor = 41,
|
||||
APROP_Friction = 42,
|
||||
};
|
||||
|
||||
// These are needed for ACS's APROP_RenderStyle
|
||||
|
@ -3839,6 +3840,9 @@ void DLevelScript::DoSetActorProperty (AActor *actor, int property, int value)
|
|||
actor->SetShade(value);
|
||||
break;
|
||||
|
||||
case APROP_Friction:
|
||||
actor->Friction = value;
|
||||
|
||||
default:
|
||||
// do nothing.
|
||||
break;
|
||||
|
@ -3937,6 +3941,7 @@ int DLevelScript::GetActorProperty (int tid, int property, const SDWORD *stack,
|
|||
case APROP_Species: return GlobalACSStrings.AddString(actor->GetSpecies(), stack, stackdepth);
|
||||
case APROP_NameTag: return GlobalACSStrings.AddString(actor->GetTag(), stack, stackdepth);
|
||||
case APROP_StencilColor:return actor->fillcolor;
|
||||
case APROP_Friction: return actor->Friction;
|
||||
|
||||
default: return 0;
|
||||
}
|
||||
|
|
|
@ -555,6 +555,12 @@ int P_GetFriction (const AActor *mo, int *frictionfactor)
|
|||
}
|
||||
}
|
||||
|
||||
if (mo->Friction != FRACUNIT)
|
||||
{
|
||||
friction = clamp(FixedMul(friction, mo->Friction), 0, FRACUNIT);
|
||||
movefactor = FrictionToMoveFactor(friction);
|
||||
}
|
||||
|
||||
if (frictionfactor)
|
||||
*frictionfactor = movefactor;
|
||||
|
||||
|
|
|
@ -1990,26 +1990,12 @@ void P_SetSectorFriction (int tag, int amount, bool alterFlag)
|
|||
friction = (0x1EB8*amount)/0x80 + 0xD001;
|
||||
|
||||
// killough 8/28/98: prevent odd situations
|
||||
if (friction > FRACUNIT)
|
||||
friction = FRACUNIT;
|
||||
if (friction < 0)
|
||||
friction = 0;
|
||||
friction = clamp(friction, 0, FRACUNIT);
|
||||
|
||||
// The following check might seem odd. At the time of movement,
|
||||
// the move distance is multiplied by 'friction/0x10000', so a
|
||||
// higher friction value actually means 'less friction'.
|
||||
|
||||
// [RH] Twiddled these values so that velocity on ice (with
|
||||
// friction 0xf900) is the same as in Heretic/Hexen.
|
||||
if (friction >= ORIG_FRICTION) // ice
|
||||
// movefactor = ((0x10092 - friction)*(0x70))/0x158;
|
||||
movefactor = ((0x10092 - friction) * 1024) / 4352 + 568;
|
||||
else
|
||||
movefactor = ((friction - 0xDB34)*(0xA))/0x80;
|
||||
|
||||
// killough 8/28/98: prevent odd situations
|
||||
if (movefactor < 32)
|
||||
movefactor = 32;
|
||||
movefactor = FrictionToMoveFactor(friction);
|
||||
|
||||
for (s = -1; (s = P_FindSectorFromTag (tag,s)) >= 0; )
|
||||
{
|
||||
|
|
19
src/p_spec.h
19
src/p_spec.h
|
@ -172,6 +172,25 @@ void P_PlayerOnSpecialFlat (player_t *player, int floorType);
|
|||
void P_SectorDamage(int tag, int amount, FName type, const PClass *protectClass, int flags);
|
||||
void P_SetSectorFriction (int tag, int amount, bool alterFlag);
|
||||
|
||||
inline fixed_t FrictionToMoveFactor(fixed_t friction)
|
||||
{
|
||||
fixed_t movefactor;
|
||||
|
||||
// [RH] Twiddled these values so that velocity on ice (with
|
||||
// friction 0xf900) is the same as in Heretic/Hexen.
|
||||
if (friction >= ORIG_FRICTION) // ice
|
||||
// movefactor = ((0x10092 - friction)*(0x70))/0x158;
|
||||
movefactor = ((0x10092 - friction) * 1024) / 4352 + 568;
|
||||
else
|
||||
movefactor = ((friction - 0xDB34)*(0xA))/0x80;
|
||||
|
||||
// killough 8/28/98: prevent odd situations
|
||||
if (movefactor < 32)
|
||||
movefactor = 32;
|
||||
|
||||
return movefactor;
|
||||
}
|
||||
|
||||
void P_GiveSecret(AActor *actor, bool printmessage, bool playsound, int sectornum);
|
||||
|
||||
//
|
||||
|
|
|
@ -1297,6 +1297,17 @@ DEFINE_PROPERTY(gravity, F, Actor)
|
|||
defaults->gravity = i;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//==========================================================================
|
||||
DEFINE_PROPERTY(friction, F, Actor)
|
||||
{
|
||||
PROP_FIXED_PARM(i, 0);
|
||||
|
||||
if (i < 0) I_Error ("Friction must not be negative.");
|
||||
defaults->Friction = i;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//==========================================================================
|
||||
|
|
|
@ -18,6 +18,7 @@ ACTOR Actor native //: Thinker
|
|||
FloatSpeed 4
|
||||
FloatBobPhase -1 // randomly initialize by default
|
||||
Gravity 1
|
||||
Friction 1
|
||||
DamageFactor 1.0
|
||||
PushFactor 0.25
|
||||
WeaveIndexXY 0
|
||||
|
|
Loading…
Reference in a new issue