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- re-added and fixed terrain splashes for damaging sectors.
Turned out that P_HitWater wasn't even able to spawn the splashes, even after the call was re-added.
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f8b2b4558f
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3 changed files with 665 additions and 658 deletions
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@ -508,7 +508,7 @@ void P_TraceBleed (int damage, AActor *target, angle_t angle, int pitch);
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void P_TraceBleed (int damage, AActor *target, AActor *missile); // missile version
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void P_TraceBleed (int damage, AActor *target); // random direction version
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bool P_HitFloor (AActor *thing);
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bool P_HitWater (AActor *thing, sector_t *sec, fixed_t splashx = FIXED_MIN, fixed_t splashy = FIXED_MIN, fixed_t splashz=FIXED_MIN, bool checkabove = false, bool alert = true);
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bool P_HitWater (AActor *thing, sector_t *sec, fixed_t splashx = FIXED_MIN, fixed_t splashy = FIXED_MIN, fixed_t splashz=FIXED_MIN, bool checkabove = false, bool alert = true, bool force = false);
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void P_CheckSplash(AActor *self, fixed_t distance);
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void P_RailAttack (AActor *source, int damage, int offset_xy, fixed_t offset_z = 0, int color1 = 0, int color2 = 0, double maxdiff = 0, int flags = 0, const PClass *puff = NULL, angle_t angleoffset = 0, angle_t pitchoffset = 0, fixed_t distance = 8192*FRACUNIT, int duration = 0, double sparsity = 1.0, double drift = 1.0, const PClass *spawnclass = NULL, int SpiralOffset = 270); // [RH] Shoot a railgun
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@ -5320,7 +5320,7 @@ int P_GetThingFloorType (AActor *thing)
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// Returns true if hit liquid and splashed, false if not.
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//---------------------------------------------------------------------------
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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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bool P_HitWater (AActor * thing, sector_t * sec, fixed_t x, fixed_t y, fixed_t z, bool checkabove, bool alert, bool force)
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{
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if (thing->flags3 & MF3_DONTSPLASH)
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return false;
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@ -5362,14 +5362,16 @@ bool P_HitWater (AActor * thing, sector_t * sec, fixed_t x, fixed_t y, fixed_t z
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}
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#endif
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for(unsigned int i=0;i<sec->e->XFloor.ffloors.Size();i++)
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if (!force)
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{
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for (unsigned int i = 0; i<sec->e->XFloor.ffloors.Size(); i++)
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{
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F3DFloor * rover = sec->e->XFloor.ffloors[i];
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if (!(rover->flags & FF_EXISTS)) continue;
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fixed_t planez = rover->top.plane->ZatPoint(x, y);
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if (z > planez - FRACUNIT/2 && z < planez + FRACUNIT/2) // allow minor imprecisions
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if (z > planez - FRACUNIT / 2 && z < planez + FRACUNIT / 2) // allow minor imprecisions
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{
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if (rover->flags & (FF_SOLID|FF_SWIMMABLE) )
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if (rover->flags & (FF_SOLID | FF_SWIMMABLE))
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{
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terrainnum = TerrainTypes[*rover->top.texture];
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goto foundone;
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@ -5378,8 +5380,9 @@ bool P_HitWater (AActor * thing, sector_t * sec, fixed_t x, fixed_t y, fixed_t z
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planez = rover->bottom.plane->ZatPoint(x, y);
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if (planez < z && !(planez < thing->floorz)) return false;
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}
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}
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hsec = sec->GetHeightSec();
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if (hsec == NULL || !(hsec->MoreFlags & SECF_CLIPFAKEPLANES))
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if (force || hsec == NULL || !(hsec->MoreFlags & SECF_CLIPFAKEPLANES))
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{
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terrainnum = TerrainTypes[sec->GetTexture(sector_t::floor)];
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}
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@ -5403,7 +5406,7 @@ foundone:
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// Don't splash for living things with small vertical velocities.
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// There are levels where the constant splashing from the monsters gets extremely annoying
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if ((thing->flags3&MF3_ISMONSTER || thing->player) && thing->velz >= -6*FRACUNIT)
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if (((thing->flags3&MF3_ISMONSTER || thing->player) && thing->velz >= -6*FRACUNIT) && !force)
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return Terrains[terrainnum].IsLiquid;
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splash = &Splashes[splashnum];
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@ -468,6 +468,10 @@ void P_PlayerInSpecialSector (player_t *player, sector_t * sector)
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{
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G_ExitLevel(0, false);
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}
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if (sector->Flags & SECF_DMGTERRAINFX)
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{
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P_HitWater(player->mo, sector, INT_MIN, INT_MIN, INT_MIN, false, true, true);
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}
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}
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}
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}
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