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https://github.com/ZDoom/qzdoom.git
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Merge branch 'master' of https://github.com/rheit/zdoom into z_osx_clean
This commit is contained in:
commit
f0f0f2a24d
5 changed files with 46 additions and 20 deletions
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@ -609,9 +609,12 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_BFGSpray)
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damage = defdamage;
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damage = defdamage;
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}
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}
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int dmgFlagPass = 0;
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dmgFlagPass += (spray != NULL && (spray->flags3 & MF3_FOILINVUL)) ? DMG_FOILINVUL : 0; //[MC]Because the original foilinvul wasn't working.
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dmgFlagPass += (spray != NULL && (spray->flags7 & MF7_FOILBUDDHA)) ? DMG_FOILBUDDHA : 0;
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thingToHit = linetarget;
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thingToHit = linetarget;
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int newdam = P_DamageMobj (thingToHit, self->target, self->target, damage, spray != NULL? FName(spray->DamageType) : FName(NAME_BFGSplash),
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int newdam = P_DamageMobj (thingToHit, self->target, self->target, damage, spray != NULL? FName(spray->DamageType) : FName(NAME_BFGSplash),
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spray != NULL && (spray->flags3 & MF3_FOILINVUL)? DMG_FOILINVUL : 0);
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dmgFlagPass);
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P_TraceBleed (newdam > 0 ? newdam : damage, thingToHit, self->target);
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P_TraceBleed (newdam > 0 ? newdam : damage, thingToHit, self->target);
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}
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}
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}
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}
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@ -1302,7 +1302,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
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// telefrag him right? ;) (Unfortunately the damage is "absorbed" by armor,
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// telefrag him right? ;) (Unfortunately the damage is "absorbed" by armor,
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// but telefragging should still do enough damage to kill the player)
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// but telefragging should still do enough damage to kill the player)
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// Ignore players that are already dead.
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// Ignore players that are already dead.
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if (((player->cheats & CF_BUDDHA2) || ((player->cheats & CF_BUDDHA) && damage < TELEFRAG_DAMAGE)) && player->playerstate != PST_DEAD)
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if (((player->cheats & CF_BUDDHA2) || ((player->cheats & CF_BUDDHA) || (player->mo->flags7 & MF7_BUDDHA) && damage < TELEFRAG_DAMAGE)) && player->playerstate != PST_DEAD)
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{
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{
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// If this is a voodoo doll we need to handle the real player as well.
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// If this is a voodoo doll we need to handle the real player as well.
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player->mo->health = target->health = player->health = 1;
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player->mo->health = target->health = player->health = 1;
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@ -1744,7 +1744,7 @@ void P_PoisonDamage (player_t *player, AActor *source, int damage,
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target->health -= damage;
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target->health -= damage;
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if (target->health <= 0)
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if (target->health <= 0)
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{ // Death
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{ // Death
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if ((player->cheats & CF_BUDDHA && damage < TELEFRAG_DAMAGE) || (player->cheats & CF_BUDDHA2))
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if ((((player->cheats & CF_BUDDHA) || (player->mo->flags7 & MF7_BUDDHA)) && damage < TELEFRAG_DAMAGE) || (player->cheats & CF_BUDDHA2))
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{ // [SP] Save the player...
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{ // [SP] Save the player...
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player->health = target->health = 1;
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player->health = target->health = 1;
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}
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}
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@ -4111,7 +4111,7 @@ void P_RailAttack(AActor *source, int damage, int offset_xy, fixed_t offset_z, i
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z = shootz + FixedMul(hitdist, vz);
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z = shootz + FixedMul(hitdist, vz);
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if ((hitactor->flags & MF_NOBLOOD) ||
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if ((hitactor->flags & MF_NOBLOOD) ||
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(hitactor->flags2 & (MF2_DORMANT | MF2_INVULNERABLE)))
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(hitactor->flags2 & MF2_DORMANT || ((hitactor->flags2 & MF2_INVULNERABLE) && !(puffDefaults->flags3 & MF3_FOILINVUL))))
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{
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{
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spawnpuff = (puffclass != NULL);
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spawnpuff = (puffclass != NULL);
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}
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}
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@ -4132,7 +4132,10 @@ void P_RailAttack(AActor *source, int damage, int offset_xy, fixed_t offset_z, i
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{
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{
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P_PoisonMobj(hitactor, thepuff ? thepuff : source, source, puffDefaults->PoisonDamage, puffDefaults->PoisonDuration, puffDefaults->PoisonPeriod, puffDefaults->PoisonDamageType);
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P_PoisonMobj(hitactor, thepuff ? thepuff : source, source, puffDefaults->PoisonDamage, puffDefaults->PoisonDuration, puffDefaults->PoisonPeriod, puffDefaults->PoisonDamageType);
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}
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}
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int newdam = P_DamageMobj(hitactor, thepuff ? thepuff : source, source, damage, damagetype, DMG_INFLICTOR_IS_PUFF);
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int dmgFlagPass = DMG_INFLICTOR_IS_PUFF;
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dmgFlagPass += (puffDefaults->flags3 & MF3_FOILINVUL) ? DMG_FOILINVUL : 0; //[MC]Because the original foilinvul check wasn't working.
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dmgFlagPass += (puffDefaults->flags7 & MF7_FOILBUDDHA) ? DMG_FOILBUDDHA : 0;
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int newdam = P_DamageMobj(hitactor, thepuff ? thepuff : source, source, damage, damagetype, dmgFlagPass);
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if (bleed)
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if (bleed)
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{
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{
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P_SpawnBlood(x, y, z, (source->angle + angleoffset) - ANG180, newdam > 0 ? newdam : damage, hitactor);
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P_SpawnBlood(x, y, z, (source->angle + angleoffset) - ANG180, newdam > 0 ? newdam : damage, hitactor);
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@ -78,7 +78,9 @@ CUSTOM_CVAR(Float, cl_predict_lerpthreshold, 2.00f, CVAR_ARCHIVE | CVAR_GLOBALCO
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struct PredictPos
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struct PredictPos
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{
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{
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int gametic;
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int gametic;
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FVector3 point;
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fixed_t x;
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fixed_t y;
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fixed_t z;
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fixed_t pitch;
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fixed_t pitch;
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fixed_t yaw;
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fixed_t yaw;
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} static PredictionLerpFrom, PredictionLerpResult, PredictionLast;
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} static PredictionLerpFrom, PredictionLerpResult, PredictionLast;
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@ -2606,12 +2608,19 @@ void P_PredictionLerpReset()
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PredictionLerptics = PredictionLast.gametic = PredictionLerpFrom.gametic = PredictionLerpResult.gametic = 0;
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PredictionLerptics = PredictionLast.gametic = PredictionLerpFrom.gametic = PredictionLerpResult.gametic = 0;
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}
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}
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bool P_LerpCalculate(FVector3 from, FVector3 to, FVector3 &result, float scale)
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bool P_LerpCalculate(PredictPos from, PredictPos to, PredictPos &result, float scale)
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{
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{
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result = to - from;
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FVector3 vecFrom(FIXED2DBL(from.x), FIXED2DBL(from.y), FIXED2DBL(from.z));
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result *= scale;
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FVector3 vecTo(FIXED2DBL(to.x), FIXED2DBL(to.y), FIXED2DBL(to.z));
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result = result + from;
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FVector3 vecResult;
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FVector3 delta = result - to;
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vecResult = vecTo - vecFrom;
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vecResult *= scale;
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vecResult = vecResult + vecFrom;
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FVector3 delta = vecResult - vecTo;
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result.x = FLOAT2FIXED(vecResult.X);
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result.y = FLOAT2FIXED(vecResult.Y);
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result.z = FLOAT2FIXED(vecResult.Z);
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// As a fail safe, assume extrapolation is the threshold.
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// As a fail safe, assume extrapolation is the threshold.
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return (delta.LengthSquared() > cl_predict_lerpthreshold && scale <= 1.00f);
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return (delta.LengthSquared() > cl_predict_lerpthreshold && scale <= 1.00f);
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@ -2716,8 +2725,18 @@ void P_PredictPlayer (player_t *player)
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if (CanLerp && PredictionLast.gametic > 0 && i == PredictionLast.gametic && !NoInterpolateOld)
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if (CanLerp && PredictionLast.gametic > 0 && i == PredictionLast.gametic && !NoInterpolateOld)
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{
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{
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// Z is not compared as lifts will alter this with no apparent change
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// Z is not compared as lifts will alter this with no apparent change
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DoLerp = (PredictionLast.point.X != FIXED2FLOAT(player->mo->x) ||
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// Make lerping less picky by only testing whole units
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PredictionLast.point.Y != FIXED2FLOAT(player->mo->y));
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DoLerp = ((PredictionLast.x >> 16) != (player->mo->x >> 16) ||
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(PredictionLast.y >> 16) != (player->mo->y >> 16));
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// Aditional Debug information
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if (developer && DoLerp)
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{
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DPrintf("Lerp! Ltic (%d) && Ptic (%d) | Lx (%d) && Px (%d) | Ly (%d) && Py (%d)\n",
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PredictionLast.gametic, i,
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(PredictionLast.x >> 16), (player->mo->x >> 16),
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(PredictionLast.y >> 16), (player->mo->y >> 16));
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}
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}
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}
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}
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}
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@ -2734,19 +2753,19 @@ void P_PredictPlayer (player_t *player)
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}
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}
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PredictionLast.gametic = maxtic - 1;
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PredictionLast.gametic = maxtic - 1;
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PredictionLast.point.X = FIXED2FLOAT(player->mo->x);
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PredictionLast.x = player->mo->x;
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PredictionLast.point.Y = FIXED2FLOAT(player->mo->y);
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PredictionLast.y = player->mo->y;
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PredictionLast.point.Z = FIXED2FLOAT(player->mo->z);
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PredictionLast.z = player->mo->z;
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if (PredictionLerptics > 0)
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if (PredictionLerptics > 0)
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{
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{
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if (PredictionLerpFrom.gametic > 0 &&
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if (PredictionLerpFrom.gametic > 0 &&
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P_LerpCalculate(PredictionLerpFrom.point, PredictionLast.point, PredictionLerpResult.point, (float)PredictionLerptics * cl_predict_lerpscale))
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P_LerpCalculate(PredictionLerpFrom, PredictionLast, PredictionLerpResult, (float)PredictionLerptics * cl_predict_lerpscale))
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{
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{
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PredictionLerptics++;
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PredictionLerptics++;
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player->mo->x = FLOAT2FIXED(PredictionLerpResult.point.X);
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player->mo->x = PredictionLerpResult.x;
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player->mo->y = FLOAT2FIXED(PredictionLerpResult.point.Y);
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player->mo->y = PredictionLerpResult.y;
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player->mo->z = FLOAT2FIXED(PredictionLerpResult.point.Z);
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player->mo->z = PredictionLerpResult.z;
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}
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}
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else
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else
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{
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{
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@ -328,6 +328,7 @@ Const Int WARPF_STOP = 0x80;
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Const Int WARPF_TOFLOOR = 0x100;
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Const Int WARPF_TOFLOOR = 0x100;
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Const Int WARPF_TESTONLY = 0x200;
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Const Int WARPF_TESTONLY = 0x200;
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Const Int WAPRF_ABSOLUTEPOSITION = 0x400;
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Const Int WAPRF_ABSOLUTEPOSITION = 0x400;
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Const Int WARPF_ABSOLUTEPOSITION = 0x400;
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// flags for A_SetPitch/SetAngle
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// flags for A_SetPitch/SetAngle
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const int SPF_FORCECLAMP = 1;
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const int SPF_FORCECLAMP = 1;
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