mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-10 23:02:08 +00:00
- floatified FLineOpening.
- some smaller fixes.
This commit is contained in:
parent
2cf3b20ea8
commit
fb8e03d5eb
22 changed files with 182 additions and 151 deletions
13
src/actor.h
13
src/actor.h
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@ -1415,17 +1415,10 @@ public:
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DVector3 PosRelative(sector_t *sec) const;
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DVector3 PosRelative(line_t *line) const;
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fixed_t SoundX() const
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FVector3 SoundPos() const
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{
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return _f_X();
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}
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fixed_t SoundY() const
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{
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return _f_Y();
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}
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fixed_t SoundZ() const
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{
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return _f_Z();
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// fixme: This still needs portal handling
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return{ float(X()), float(Y()), float(Z()) };
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}
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DVector3 InterpolatedPosition(double ticFrac) const
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{
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@ -648,7 +648,7 @@ CUSTOM_CVAR (Int, am_cheat, 0, 0)
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#define AM_NUMMARKPOINTS 10
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// player _f_radius() for automap checking
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// player radius for automap checking
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#define PLAYERRADIUS 16*MAPUNIT
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// how much the automap moves window per tic in frame-buffer coordinates
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@ -458,7 +458,7 @@ void FCajunMaster::SetBodyAt (const DVector3 &pos, int hostnum)
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//
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//Returns NULL if shouldn't fire
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//else an angle (in degrees) are given
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//This function assumes actor->player->_f_angle()
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//This function assumes actor->player->angle
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//has been set an is the main aiming angle.
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@ -903,7 +903,7 @@ CCMD(info)
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PrintMiscActorInfo(t.linetarget);
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}
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else Printf("No target found. Info cannot find actors that have "
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"the NOBLOCKMAP flag or have height/_f_radius() of 0.\n");
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"the NOBLOCKMAP flag or have height/radius of 0.\n");
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}
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typedef bool (*ActorTypeChecker) (AActor *);
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@ -73,7 +73,7 @@ void AFastProjectile::Tick ()
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if (tm.ceilingline &&
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tm.ceilingline->backsector &&
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tm.ceilingline->backsector->GetTexture(sector_t::ceiling) == skyflatnum &&
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Z() >= tm.ceilingline->backsector->ceilingplane.ZatPointF(_f_PosRelative(tm.ceilingline)))
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Z() >= tm.ceilingline->backsector->ceilingplane.ZatPoint(PosRelative(tm.ceilingline)))
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{
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// Hack to prevent missiles exploding against the sky.
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// Does not handle sky floors.
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@ -68,7 +68,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_SentinelAttack)
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P_CheckMissileSpawn (trail, self->radius);
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}
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}
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missile->_f_AddZ(missile->_f_velz() >> 2);
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missile->AddZ(missile->Vel.Z / 4);
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}
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return 0;
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}
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@ -753,23 +753,24 @@ lightlist_t * P_GetPlaneLight(sector_t * sector, secplane_t * plane, bool unders
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//==========================================================================
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void P_LineOpening_XFloors (FLineOpening &open, AActor * thing, const line_t *linedef,
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fixed_t x, fixed_t y, fixed_t refx, fixed_t refy, bool restrict)
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double x, double y, bool restrict)
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{
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if(thing)
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{
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fixed_t thingbot, thingtop;
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double thingbot, thingtop;
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thingbot = thing->Z();
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thingtop = thing->Top();
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thingbot = thing->_f_Z();
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thingtop = thingbot + (thing->_f_height()==0? 1:thing->_f_height());
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extsector_t::xfloor *xf[2] = {&linedef->frontsector->e->XFloor, &linedef->backsector->e->XFloor};
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// Check for 3D-floors in the sector (mostly identical to what Legacy does here)
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if(xf[0]->ffloors.Size() || xf[1]->ffloors.Size())
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{
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fixed_t lowestceiling = open.top;
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fixed_t highestfloor = open.bottom;
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fixed_t lowestfloor[2] = {
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double lowestceiling = open.top;
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double highestfloor = open.bottom;
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double lowestfloor[2] = {
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linedef->frontsector->floorplane.ZatPoint(x, y),
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linedef->backsector->floorplane.ZatPoint(x, y) };
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FTextureID highestfloorpic;
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@ -790,20 +791,20 @@ void P_LineOpening_XFloors (FLineOpening &open, AActor * thing, const line_t *li
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if (!(rover->flags & FF_EXISTS)) continue;
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if (!(rover->flags & FF_SOLID)) continue;
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fixed_t ff_bottom=rover->bottom.plane->ZatPoint(x, y);
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fixed_t ff_top=rover->top.plane->ZatPoint(x, y);
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double ff_bottom=rover->bottom.plane->ZatPoint(x, y);
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double ff_top=rover->top.plane->ZatPoint(x, y);
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fixed_t delta1 = abs(thingbot - ((ff_bottom + ff_top) / 2));
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fixed_t delta2 = abs(thingtop - ((ff_bottom + ff_top) / 2));
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double delta1 = fabs(thingbot - ((ff_bottom + ff_top) / 2));
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double delta2 = fabs(thingtop - ((ff_bottom + ff_top) / 2));
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if(ff_bottom < lowestceiling && delta1 >= delta2)
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if(ff_bottom < lowestceiling && delta1 > delta2)
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{
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lowestceiling = ff_bottom;
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lowestceilingpic = *rover->bottom.texture;
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lowestceilingsec = j == 0 ? linedef->frontsector : linedef->backsector;
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}
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if(ff_top > highestfloor && delta1 < delta2 && (!restrict || thing->_f_Z() >= ff_top))
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if(ff_top > highestfloor && delta1 < delta2 && (!restrict || thing->Z() >= ff_top))
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{
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highestfloor = ff_top;
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highestfloorpic = *rover->top.texture;
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@ -811,7 +812,7 @@ void P_LineOpening_XFloors (FLineOpening &open, AActor * thing, const line_t *li
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highestfloorsec = j == 0 ? linedef->frontsector : linedef->backsector;
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highestfloorplanes[j] = rover->top.plane;
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}
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if(ff_top > lowestfloor[j] && ff_top <= thing->_f_Z() + thing->_f_MaxStepHeight()) lowestfloor[j] = ff_top;
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if(ff_top > lowestfloor[j] && ff_top <= thing->Z() + thing->MaxStepHeight) lowestfloor[j] = ff_top;
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}
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}
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@ -139,7 +139,7 @@ void P_Spawn3DFloors( void );
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struct FLineOpening;
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void P_LineOpening_XFloors (FLineOpening &open, AActor * thing, const line_t *linedef,
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fixed_t x, fixed_t y, fixed_t refx, fixed_t refy, bool restrict);
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double x, double y, bool restrict);
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secplane_t P_FindFloorPlane(sector_t * sector, fixed_t x, fixed_t y, fixed_t z);
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int P_Find3DFloor(sector_t * sec, fixed_t x, fixed_t y, fixed_t z, bool above, bool floor, fixed_t &cmpz);
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@ -36,6 +36,7 @@
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#include "templates.h"
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#include "p_3dmidtex.h"
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#include "p_local.h"
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#include "p_terrain.h"
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#include "p_maputl.h"
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@ -256,6 +257,19 @@ bool P_GetMidTexturePosition(const line_t *line, int sideno, fixed_t *ptextop, f
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}
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bool P_GetMidTexturePosition(const line_t *line, int sideno, double *ptextop, double *ptexbot)
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{
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fixed_t t, b;
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if (P_GetMidTexturePosition(line, sideno, &t, &b))
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{
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*ptextop = FIXED2DBL(t);
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*ptexbot = FIXED2DBL(b);
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return true;
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}
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return false;
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}
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//============================================================================
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//
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// P_LineOpening_3dMidtex
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@ -273,12 +287,12 @@ bool P_LineOpening_3dMidtex(AActor *thing, const line_t *linedef, FLineOpening &
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return false;
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}
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fixed_t tt, tb;
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double tt, tb;
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open.abovemidtex = false;
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if (P_GetMidTexturePosition(linedef, 0, &tt, &tb))
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{
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if (thing->_f_Z() + (thing->_f_height()/2) < (tt + tb)/2)
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if (thing->Center() < (tt + tb)/2)
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{
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if (tb < open.top)
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{
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@ -288,18 +302,18 @@ bool P_LineOpening_3dMidtex(AActor *thing, const line_t *linedef, FLineOpening &
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}
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else
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{
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if (tt > open.bottom && (!restrict || thing->_f_Z() >= tt))
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if (tt > open.bottom && (!restrict || thing->Z() >= tt))
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{
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open.bottom = tt;
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open.abovemidtex = true;
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open.floorpic = linedef->sidedef[0]->GetTexture(side_t::mid);
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open.floorterrain = TerrainTypes[open.floorpic];
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open.frontfloorplane.SetAtHeight(tt, sector_t::floor);
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open.backfloorplane.SetAtHeight(tt, sector_t::floor);
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open.frontfloorplane.SetAtHeight(FLOAT2FIXED(tt), sector_t::floor);
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open.backfloorplane.SetAtHeight(FLOAT2FIXED(tt), sector_t::floor);
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}
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// returns true if it touches the midtexture
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return (abs(thing->_f_Z() - tt) <= thing->_f_MaxStepHeight());
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return (fabs(thing->Z() - tt) <= thing->MaxStepHeight);
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}
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}
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return false;
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101
src/p_map.cpp
101
src/p_map.cpp
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@ -242,36 +242,36 @@ static bool PIT_FindFloorCeiling(FMultiBlockLinesIterator &mit, FMultiBlockLines
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// adjust floor / ceiling heights
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if (!(flags & FFCF_NOCEILING))
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{
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if (open.top < tmf._f_ceilingz())
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if (open.top < tmf.ceilingz)
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{
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tmf.ceilingz = open.top;
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if (open.topsec != NULL) tmf.ceilingsector = open.topsec;
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if (ffcf_verbose) Printf(" Adjust ceilingz to %f\n", FIXED2FLOAT(open.top));
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if (ffcf_verbose) Printf(" Adjust ceilingz to %f\n", open.top);
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mit.StopUp();
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}
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}
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if (!(flags & FFCF_NOFLOOR))
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{
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if (open.bottom > tmf._f_floorz())
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if (open.bottom > tmf.floorz)
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{
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tmf.floorz = FIXED2DBL(open.bottom);
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tmf.floorz = open.bottom;
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if (open.bottomsec != NULL) tmf.floorsector = open.bottomsec;
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tmf.touchmidtex = open.touchmidtex;
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tmf.abovemidtex = open.abovemidtex;
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if (ffcf_verbose) Printf(" Adjust floorz to %f\n", FIXED2FLOAT(open.bottom));
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if (ffcf_verbose) Printf(" Adjust floorz to %f\n", open.bottom);
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if (tmf.floorz > tmf.dropoffz + tmf.thing->MaxDropOffHeight) mit.StopDown();
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}
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else if (open.bottom == tmf._f_floorz())
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else if (open.bottom == tmf.floorz)
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{
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tmf.touchmidtex |= open.touchmidtex;
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tmf.abovemidtex |= open.abovemidtex;
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}
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if (open.lowfloor < tmf._f_dropoffz() && open.lowfloor > FIXED_MIN)
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if (open.lowfloor < tmf.dropoffz && open.lowfloor > LINEOPEN_MIN)
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{
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tmf.dropoffz = FIXED2DBL(open.lowfloor);
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if (ffcf_verbose) Printf(" Adjust dropoffz to %f\n", FIXED2FLOAT(open.bottom));
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tmf.dropoffz = open.lowfloor;
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if (ffcf_verbose) Printf(" Adjust dropoffz to %f\n", open.bottom);
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if (tmf.floorz > tmf.dropoffz + tmf.thing->MaxDropOffHeight) mit.StopDown();
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}
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}
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@ -915,9 +915,9 @@ bool PIT_CheckLine(FMultiBlockLinesIterator &mit, FMultiBlockLinesIterator::Chec
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// If the floor planes on both sides match we should recalculate open.bottom at the actual position we are checking
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// This is to avoid bumpy movement when crossing a linedef with the same slope on both sides.
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if (open.frontfloorplane == open.backfloorplane && open.bottom > FIXED_MIN)
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if (open.frontfloorplane == open.backfloorplane && open.bottom > LINEOPEN_MIN)
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{
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open.bottom = open.frontfloorplane.ZatPoint(cres.position.x, cres.position.y);
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open.bottom = open.frontfloorplane._f_ZatPointF(cres.position.x, cres.position.y);
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}
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if (rail &&
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@ -929,17 +929,17 @@ bool PIT_CheckLine(FMultiBlockLinesIterator &mit, FMultiBlockLinesIterator::Chec
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// from either side. How long until somebody reports this as a bug and I'm
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// forced to say, "It's not a bug. It's a feature?" Ugh.
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(!(level.flags2 & LEVEL2_RAILINGHACK) ||
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open.bottom == tm.thing->Sector->floorplane.ZatPoint(ref.x, ref.y)))
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open.bottom == tm.thing->Sector->floorplane._f_ZatPointF(ref.x, ref.y)))
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{
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open.bottom += 32 * FRACUNIT;
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open.bottom += 32;
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}
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// adjust floor / ceiling heights
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if (!(cres.portalflags & FFCF_NOCEILING))
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{
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if (open.top < tm._f_ceilingz())
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if (open.top < tm.ceilingz)
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{
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tm.ceilingz = FIXED2DBL(open.top);
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tm.ceilingz = open.top;
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tm.ceilingsector = open.topsec;
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tm.ceilingpic = open.ceilingpic;
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tm.ceilingline = ld;
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@ -949,9 +949,9 @@ bool PIT_CheckLine(FMultiBlockLinesIterator &mit, FMultiBlockLinesIterator::Chec
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if (!(cres.portalflags & FFCF_NOFLOOR))
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{
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if (open.bottom > tm._f_floorz())
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if (open.bottom > tm.floorz)
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{
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tm.floorz = FIXED2DBL(open.bottom);
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tm.floorz = open.bottom;
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tm.floorsector = open.bottomsec;
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tm.floorpic = open.floorpic;
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tm.floorterrain = open.floorterrain;
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@ -959,15 +959,15 @@ bool PIT_CheckLine(FMultiBlockLinesIterator &mit, FMultiBlockLinesIterator::Chec
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tm.abovemidtex = open.abovemidtex;
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tm.thing->BlockingLine = ld;
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}
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else if (open.bottom == tm._f_floorz())
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else if (open.bottom == tm.floorz)
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{
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tm.touchmidtex |= open.touchmidtex;
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tm.abovemidtex |= open.abovemidtex;
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}
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if (open.lowfloor < tm._f_dropoffz())
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if (open.lowfloor < tm.dropoffz)
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{
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tm.dropoffz = FIXED2FLOAT(open.lowfloor);
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tm.dropoffz = open.lowfloor;
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}
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}
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@ -1022,15 +1022,16 @@ static bool PIT_CheckPortal(FMultiBlockLinesIterator &mit, FMultiBlockLinesItera
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return false;
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line_t *lp = cres.line->getPortalDestination();
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fixed_t zofs = 0;
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fixed_t _zofs = 0;
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P_TranslatePortalXY(cres.line, cres.position.x, cres.position.y);
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P_TranslatePortalZ(cres.line, zofs);
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P_TranslatePortalZ(cres.line, _zofs);
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double zofs = FIXED2DBL(_zofs);
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// fudge a bit with the portal line so that this gets included in the checks that normally only get run on two-sided lines
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sector_t *sec = lp->backsector;
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if (lp->backsector == NULL) lp->backsector = lp->frontsector;
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tm.thing->_f_AddZ(zofs);
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tm.thing->AddZ(zofs);
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FBoundingBox pbox(cres.position.x, cres.position.y, tm.thing->_f_radius());
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FBlockLinesIterator it(pbox);
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@ -1058,9 +1059,9 @@ static bool PIT_CheckPortal(FMultiBlockLinesIterator &mit, FMultiBlockLinesItera
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P_LineOpening(open, tm.thing, ld, ref.x, ref.y, cres.position.x, cres.position.y, 0);
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// adjust floor / ceiling heights
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if (open.top - zofs < tm._f_ceilingz())
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if (open.top - zofs < tm.ceilingz)
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{
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tm.ceilingz = FIXED2FLOAT(open.top - zofs);
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tm.ceilingz = open.top - zofs;
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tm.ceilingpic = open.ceilingpic;
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/*
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tm.ceilingsector = open.topsec;
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@ -1070,9 +1071,9 @@ static bool PIT_CheckPortal(FMultiBlockLinesIterator &mit, FMultiBlockLinesItera
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ret = true;
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}
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if (open.bottom - zofs > tm._f_floorz())
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if (open.bottom - zofs > tm.floorz)
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{
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tm.floorz = FIXED2DBL(open.bottom - zofs);
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tm.floorz = open.bottom - zofs;
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tm.floorpic = open.floorpic;
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tm.floorterrain = open.floorterrain;
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/*
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@ -1084,10 +1085,10 @@ static bool PIT_CheckPortal(FMultiBlockLinesIterator &mit, FMultiBlockLinesItera
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ret = true;
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}
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if (open.lowfloor - zofs < tm._f_dropoffz())
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tm.dropoffz = FIXED2FLOAT(open.lowfloor - zofs);
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if (open.lowfloor - zofs < tm.dropoffz)
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tm.dropoffz = open.lowfloor - zofs;
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}
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tm.thing->_f_AddZ(-zofs);
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tm.thing->AddZ(-zofs);
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lp->backsector = sec;
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return ret;
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@ -2829,22 +2830,22 @@ void FSlide::SlideTraverse(fixed_t startx, fixed_t starty, fixed_t endx, fixed_t
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// set openrange, opentop, openbottom
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P_LineOpening(open, slidemo, li, it.InterceptPoint(in));
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if (open.range < slidemo->_f_height())
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if (open.range < slidemo->Height)
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goto isblocking; // doesn't fit
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if (open.top - slidemo->_f_Z() < slidemo->_f_height())
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if (open.top < slidemo->Top())
|
||||
goto isblocking; // mobj is too high
|
||||
|
||||
if (open.bottom - slidemo->_f_Z() > slidemo->MaxStepHeight)
|
||||
if (open.bottom - slidemo->Z() > slidemo->MaxStepHeight)
|
||||
{
|
||||
goto isblocking; // too big a step up
|
||||
}
|
||||
else if (slidemo->_f_Z() < open.bottom)
|
||||
else if (slidemo->Z() < open.bottom)
|
||||
{ // [RH] Check to make sure there's nothing in the way for the step up
|
||||
fixed_t savedz = slidemo->_f_Z();
|
||||
slidemo->_f_SetZ(open.bottom);
|
||||
double savedz = slidemo->Z();
|
||||
slidemo->SetZ(open.bottom);
|
||||
bool good = P_TestMobjZ(slidemo);
|
||||
slidemo->_f_SetZ(savedz);
|
||||
slidemo->SetZ(savedz);
|
||||
if (!good)
|
||||
{
|
||||
goto isblocking;
|
||||
|
@ -3184,13 +3185,13 @@ bool FSlide::BounceTraverse(fixed_t startx, fixed_t starty, fixed_t endx, fixed_
|
|||
|
||||
|
||||
P_LineOpening(open, slidemo, li, it.InterceptPoint(in)); // set openrange, opentop, openbottom
|
||||
if (open.range < slidemo->_f_height())
|
||||
if (open.range < slidemo->Height)
|
||||
goto bounceblocking; // doesn't fit
|
||||
|
||||
if (open.top - slidemo->_f_Z() < slidemo->_f_height())
|
||||
if (open.top < slidemo->Top())
|
||||
goto bounceblocking; // mobj is too high
|
||||
|
||||
if (open.bottom > slidemo->_f_Z())
|
||||
if (open.bottom > slidemo->Z())
|
||||
goto bounceblocking; // mobj is too low
|
||||
|
||||
continue; // this line doesn't block movement
|
||||
|
@ -3809,20 +3810,20 @@ struct aim_t
|
|||
|
||||
// The following code assumes that portals on the front of the line have already been processed.
|
||||
|
||||
if (open.range <= 0 || open.bottom >= open.top)
|
||||
if (open.range <= 0 || open.bottom >= open.top)
|
||||
return;
|
||||
|
||||
dist = FixedMul(attackrange, in->frac);
|
||||
|
||||
if (open.bottom != FIXED_MIN)
|
||||
if (open.bottom != LINEOPEN_MIN)
|
||||
{
|
||||
pitch = -(int)R_PointToAngle2(0, shootz, dist, open.bottom);
|
||||
pitch = -(int)R_PointToAngle2(0, shootz, dist, FLOAT2FIXED(open.bottom));
|
||||
if (pitch < bottompitch) bottompitch = pitch;
|
||||
}
|
||||
|
||||
if (open.top != FIXED_MAX)
|
||||
if (open.top != LINEOPEN_MAX)
|
||||
{
|
||||
pitch = -(int)R_PointToAngle2(0, shootz, dist, open.top);
|
||||
pitch = -(int)R_PointToAngle2(0, shootz, dist, FLOAT2FIXED(open.top));
|
||||
if (pitch > toppitch) toppitch = pitch;
|
||||
}
|
||||
|
||||
|
@ -3840,11 +3841,11 @@ struct aim_t
|
|||
sector_t *exitsec = frontflag ? li->backsector : li->frontsector;
|
||||
lastsector = entersec;
|
||||
// check portal in backsector when aiming up/downward is possible, the line doesn't have portals on both sides and there's actually a portal in the backsector
|
||||
if ((planestocheck & aim_up) && toppitch < 0 && open.top != FIXED_MAX && !entersec->PortalBlocksMovement(sector_t::ceiling))
|
||||
if ((planestocheck & aim_up) && toppitch < 0 && open.top != LINEOPEN_MAX && !entersec->PortalBlocksMovement(sector_t::ceiling))
|
||||
{
|
||||
EnterSectorPortal(sector_t::ceiling, in->frac, entersec, toppitch, MIN(0, bottompitch));
|
||||
}
|
||||
if ((planestocheck & aim_down) && bottompitch > 0 && open.bottom != FIXED_MIN && !entersec->PortalBlocksMovement(sector_t::floor))
|
||||
if ((planestocheck & aim_down) && bottompitch > 0 && open.bottom != LINEOPEN_MIN && !entersec->PortalBlocksMovement(sector_t::floor))
|
||||
{
|
||||
EnterSectorPortal(sector_t::floor, in->frac, entersec, MAX(0, toppitch), bottompitch);
|
||||
}
|
||||
|
@ -5067,8 +5068,8 @@ bool P_NoWayTraverse(AActor *usething, fixed_t startx, fixed_t starty, fixed_t e
|
|||
if (ld->flags&(ML_BLOCKING | ML_BLOCKEVERYTHING | ML_BLOCK_PLAYERS)) return true;
|
||||
P_LineOpening(open, NULL, ld, it.InterceptPoint(in));
|
||||
if (open.range <= 0 ||
|
||||
open.bottom > usething->_f_Z() + usething->_f_MaxStepHeight() ||
|
||||
open.top < usething->_f_Top()) return true;
|
||||
open.bottom > usething->Z() + usething->MaxStepHeight ||
|
||||
open.top < usething->Top()) return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
@ -6345,7 +6346,7 @@ void P_CreateSecNodeList(AActor *thing, fixed_t x, fixed_t y)
|
|||
sector_list = P_AddSecnode(ld->frontsector, thing, sector_list);
|
||||
|
||||
// Don't assume all lines are 2-sided, since some Things
|
||||
// like MT_TFOG are allowed regardless of whether their _f_radius() takes
|
||||
// like MT_TFOG are allowed regardless of whether their radius takes
|
||||
// them beyond an impassable linedef.
|
||||
|
||||
// killough 3/27/98, 4/4/98:
|
||||
|
|
|
@ -144,13 +144,12 @@ fixed_t P_InterceptVector (const fdivline_t *v2, const fdivline_t *v1)
|
|||
//
|
||||
//==========================================================================
|
||||
|
||||
void P_LineOpening (FLineOpening &open, AActor *actor, const line_t *linedef,
|
||||
fixed_t x, fixed_t y, fixed_t refx, fixed_t refy, int flags)
|
||||
void P_LineOpening (FLineOpening &open, AActor *actor, const line_t *linedef, const DVector2 &pos, const DVector2 *ref, int flags)
|
||||
{
|
||||
if (!(flags & FFCF_ONLY3DFLOORS))
|
||||
{
|
||||
sector_t *front, *back;
|
||||
fixed_t fc = 0, ff = 0, bc = 0, bf = 0;
|
||||
double fc = 0, ff = 0, bc = 0, bf = 0;
|
||||
|
||||
if (linedef->backsector == NULL)
|
||||
{
|
||||
|
@ -164,16 +163,16 @@ void P_LineOpening (FLineOpening &open, AActor *actor, const line_t *linedef,
|
|||
|
||||
if (!(flags & FFCF_NOPORTALS) && (linedef->flags & ML_PORTALCONNECT))
|
||||
{
|
||||
if (!linedef->frontsector->PortalBlocksMovement(sector_t::ceiling)) fc = FIXED_MAX;
|
||||
if (!linedef->backsector->PortalBlocksMovement(sector_t::ceiling)) bc = FIXED_MAX;
|
||||
if (!linedef->frontsector->PortalBlocksMovement(sector_t::floor)) ff = FIXED_MIN;
|
||||
if (!linedef->backsector->PortalBlocksMovement(sector_t::floor)) bf = FIXED_MIN;
|
||||
if (!linedef->frontsector->PortalBlocksMovement(sector_t::ceiling)) fc = LINEOPEN_MAX;
|
||||
if (!linedef->backsector->PortalBlocksMovement(sector_t::ceiling)) bc = LINEOPEN_MAX;
|
||||
if (!linedef->frontsector->PortalBlocksMovement(sector_t::floor)) ff = LINEOPEN_MIN;
|
||||
if (!linedef->backsector->PortalBlocksMovement(sector_t::floor)) bf = LINEOPEN_MIN;
|
||||
}
|
||||
|
||||
if (fc == 0) fc = front->ceilingplane.ZatPoint(x, y);
|
||||
if (bc == 0) bc = back->ceilingplane.ZatPoint(x, y);
|
||||
if (ff == 0) ff = front->floorplane.ZatPoint(x, y);
|
||||
if (bf == 0) bf = back->floorplane.ZatPoint(x, y);
|
||||
if (fc == 0) fc = front->ceilingplane.ZatPoint(pos);
|
||||
if (bc == 0) bc = back->ceilingplane.ZatPoint(pos);
|
||||
if (ff == 0) ff = front->floorplane.ZatPoint(pos);
|
||||
if (bf == 0) bf = back->floorplane.ZatPoint(pos);
|
||||
|
||||
|
||||
/*Printf ("]]]]]] %d %d\n", ff, bf);*/
|
||||
|
@ -189,7 +188,7 @@ void P_LineOpening (FLineOpening &open, AActor *actor, const line_t *linedef,
|
|||
// that imprecisions in the plane equation mean there is a
|
||||
// good chance that even if a slope and non-slope look like
|
||||
// they line up, they won't be perfectly aligned.
|
||||
if (ff == FIXED_MIN || bf == FIXED_MIN || (refx == FIXED_MIN || abs (ff-bf) > 256))
|
||||
if (ff == -FLT_MIN || bf == -FLT_MIN || ref == NULL || fabs (ff-bf) > 1./256)
|
||||
{
|
||||
usefront = (ff > bf);
|
||||
}
|
||||
|
@ -200,7 +199,7 @@ void P_LineOpening (FLineOpening &open, AActor *actor, const line_t *linedef,
|
|||
else if ((back->floorplane.a | front->floorplane.b) == 0)
|
||||
usefront = false;
|
||||
else
|
||||
usefront = !P_PointOnLineSide (refx, refy, linedef);
|
||||
usefront = !P_PointOnLineSide (*ref, linedef);
|
||||
}
|
||||
|
||||
if (usefront)
|
||||
|
@ -209,12 +208,12 @@ void P_LineOpening (FLineOpening &open, AActor *actor, const line_t *linedef,
|
|||
open.bottomsec = front;
|
||||
open.floorpic = front->GetTexture(sector_t::floor);
|
||||
open.floorterrain = front->GetTerrain(sector_t::floor);
|
||||
if (bf != FIXED_MIN) open.lowfloor = bf;
|
||||
if (bf != -FLT_MIN) open.lowfloor = bf;
|
||||
else if (!(flags & FFCF_NODROPOFF))
|
||||
{
|
||||
// We must check through the portal for the actual dropoff.
|
||||
// If there's no lines in the lower sections we'd never get a usable value otherwise.
|
||||
open.lowfloor = back->NextLowestFloorAt(refx, refy, FLOAT2FIXED(back->SkyBoxes[sector_t::floor]->specialf1)-1);
|
||||
open.lowfloor = back->NextLowestFloorAt(pos.X, pos.Y, back->SkyBoxes[sector_t::floor]->specialf1-1);
|
||||
}
|
||||
}
|
||||
else
|
||||
|
@ -223,12 +222,12 @@ void P_LineOpening (FLineOpening &open, AActor *actor, const line_t *linedef,
|
|||
open.bottomsec = back;
|
||||
open.floorpic = back->GetTexture(sector_t::floor);
|
||||
open.floorterrain = back->GetTerrain(sector_t::floor);
|
||||
if (ff != FIXED_MIN) open.lowfloor = ff;
|
||||
if (ff != -FLT_MIN) open.lowfloor = ff;
|
||||
else if (!(flags & FFCF_NODROPOFF))
|
||||
{
|
||||
// We must check through the portal for the actual dropoff.
|
||||
// If there's no lines in the lower sections we'd never get a usable value otherwise.
|
||||
open.lowfloor = front->NextLowestFloorAt(refx, refy, FLOAT2FIXED(front->SkyBoxes[sector_t::floor]->specialf1) - 1);
|
||||
open.lowfloor = front->NextLowestFloorAt(pos.X, pos.Y, front->SkyBoxes[sector_t::floor]->specialf1 - 1);
|
||||
}
|
||||
}
|
||||
open.frontfloorplane = front->floorplane;
|
||||
|
@ -238,12 +237,12 @@ void P_LineOpening (FLineOpening &open, AActor *actor, const line_t *linedef,
|
|||
{ // Dummy stuff to have some sort of opening for the 3D checks to modify
|
||||
open.topsec = NULL;
|
||||
open.ceilingpic.SetInvalid();
|
||||
open.top = FIXED_MAX;
|
||||
open.top = LINEOPEN_MAX;
|
||||
open.bottomsec = NULL;
|
||||
open.floorpic.SetInvalid();
|
||||
open.floorterrain = -1;
|
||||
open.bottom = FIXED_MIN;
|
||||
open.lowfloor = FIXED_MAX;
|
||||
open.bottom = LINEOPEN_MIN;
|
||||
open.lowfloor = LINEOPEN_MAX;
|
||||
open.frontfloorplane.SetAtHeight(FIXED_MIN, sector_t::floor);
|
||||
open.backfloorplane.SetAtHeight(FIXED_MIN, sector_t::floor);
|
||||
}
|
||||
|
@ -251,7 +250,7 @@ void P_LineOpening (FLineOpening &open, AActor *actor, const line_t *linedef,
|
|||
// Check 3D floors
|
||||
if (actor != NULL)
|
||||
{
|
||||
P_LineOpening_XFloors(open, actor, linedef, x, y, refx, refy, !!(flags & FFCF_3DRESTRICT));
|
||||
P_LineOpening_XFloors(open, actor, linedef, pos.X, pos.Y, !!(flags & FFCF_3DRESTRICT));
|
||||
}
|
||||
|
||||
if (actor != NULL && linedef->frontsector != NULL && linedef->backsector != NULL &&
|
||||
|
@ -265,7 +264,7 @@ void P_LineOpening (FLineOpening &open, AActor *actor, const line_t *linedef,
|
|||
}
|
||||
|
||||
// avoid overflows in the opening.
|
||||
open.range = (fixed_t)MIN<SQWORD>((SQWORD)open.top - open.bottom, FIXED_MAX);
|
||||
open.range = clamp(open.top - open.bottom, LINEOPEN_MIN, LINEOPEN_MAX);
|
||||
}
|
||||
|
||||
|
||||
|
@ -446,7 +445,7 @@ void AActor::LinkToWorld(bool spawningmapthing, sector_t *sector)
|
|||
{
|
||||
if (!spawningmapthing || numgamenodes == 0)
|
||||
{
|
||||
sector = P_PointInSector(_f_X(), _f_Y());
|
||||
sector = P_PointInSector(Pos());
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
|
@ -57,6 +57,16 @@ inline int P_PointOnLineSidePrecise (fixed_t x, fixed_t y, const line_t *line)
|
|||
return DMulScale32 (y-line->v1->y, line->dx, line->v1->x-x, line->dy) > 0;
|
||||
}
|
||||
|
||||
inline int P_PointOnLineSide(double x, double y, const line_t *line)
|
||||
{
|
||||
return P_PointOnLineSide(FLOAT2FIXED(x), FLOAT2FIXED(y), line);
|
||||
}
|
||||
|
||||
inline int P_PointOnLineSide(const DVector2 & p, const line_t *line)
|
||||
{
|
||||
return P_PointOnLineSide(FLOAT2FIXED(p.X), FLOAT2FIXED(p.Y), line);
|
||||
}
|
||||
|
||||
inline int P_PointOnLineSidePrecise(double x, double y, const line_t *line)
|
||||
{
|
||||
return DMulScale32(FLOAT2FIXED(y) - line->v1->y, line->dx, line->v1->x - FLOAT2FIXED(x), line->dy) > 0;
|
||||
|
@ -67,10 +77,6 @@ inline int P_PointOnLineSidePrecise(const DVector2 &pt, const line_t *line)
|
|||
return DMulScale32(FLOAT2FIXED(pt.Y) - line->v1->y, line->dx, line->v1->x - FLOAT2FIXED(pt.X), line->dy) > 0;
|
||||
}
|
||||
|
||||
inline int P_PointOnLineSidePrecise(const DVector3 &pt, const line_t *line)
|
||||
{
|
||||
return DMulScale32(FLOAT2FIXED(pt.Y) - line->v1->y, line->dx, line->v1->x - FLOAT2FIXED(pt.X), line->dy) > 0;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
|
@ -117,10 +123,10 @@ inline void P_MakeDivline (const line_t *li, fdivline_t *dl)
|
|||
|
||||
struct FLineOpening
|
||||
{
|
||||
fixed_t top;
|
||||
fixed_t bottom;
|
||||
fixed_t range;
|
||||
fixed_t lowfloor;
|
||||
double top;
|
||||
double bottom;
|
||||
double range;
|
||||
double lowfloor;
|
||||
sector_t *bottomsec;
|
||||
sector_t *topsec;
|
||||
FTextureID ceilingpic;
|
||||
|
@ -132,11 +138,20 @@ struct FLineOpening
|
|||
bool abovemidtex;
|
||||
};
|
||||
|
||||
void P_LineOpening (FLineOpening &open, AActor *thing, const line_t *linedef, fixed_t x, fixed_t y, fixed_t refx=FIXED_MIN, fixed_t refy=0, int flags=0);
|
||||
static const double LINEOPEN_MIN = -FLT_MAX;
|
||||
static const double LINEOPEN_MAX = FLT_MAX;
|
||||
|
||||
void P_LineOpening(FLineOpening &open, AActor *thing, const line_t *linedef, const DVector2 &xy, const DVector2 *ref = NULL, int flags = 0);
|
||||
|
||||
inline void P_LineOpening(FLineOpening &open, AActor *thing, const line_t *linedef, fixed_t x, fixed_t y, fixed_t refx = FIXED_MIN, fixed_t refy = 0, int flags = 0)
|
||||
{
|
||||
P_LineOpening(open, thing, linedef, DVector2(FIXED2DBL(x), FIXED2DBL(y)), &DVector2(FIXED2DBL(refx), FIXED2DBL(refy)), flags);
|
||||
}
|
||||
inline void P_LineOpening(FLineOpening &open, AActor *thing, const line_t *linedef, fixedvec2 xy, fixed_t refx = FIXED_MIN, fixed_t refy = 0, int flags = 0)
|
||||
{
|
||||
P_LineOpening(open, thing, linedef, xy.x, xy.y, refx, refy, flags);
|
||||
}
|
||||
void P_LineOpening(FLineOpening &open, AActor *thing, const line_t *linedef, const DVector2 &xy, fixed_t refx = FIXED_MIN, const DVector2 *ref = NULL, int flags = 0);
|
||||
|
||||
class FBoundingBox;
|
||||
struct polyblock_t;
|
||||
|
|
|
@ -131,7 +131,7 @@ protected:
|
|||
TObjPtr<AActor> m_Source;// Point source if point pusher
|
||||
DVector2 m_PushVec;
|
||||
double m_Magnitude; // Vector strength for point pusher
|
||||
double m_Radius; // Effective _f_radius() for point pusher
|
||||
double m_Radius; // Effective radius for point pusher
|
||||
int m_Affectee; // Number of affected sector
|
||||
|
||||
friend bool PIT_PushThing (AActor *thing);
|
||||
|
|
|
@ -199,7 +199,7 @@ bool P_CheckSwitchRange(AActor *user, line_t *line, int sideno, fixedvec3 *optpo
|
|||
}
|
||||
}
|
||||
|
||||
return (user->_f_Top() > open.top);
|
||||
return (user->Top() > open.top);
|
||||
}
|
||||
else if ((TexMan.FindSwitch(side->GetTexture(side_t::bottom))) != NULL)
|
||||
{
|
||||
|
@ -221,7 +221,7 @@ bool P_CheckSwitchRange(AActor *user, line_t *line, int sideno, fixedvec3 *optpo
|
|||
}
|
||||
}
|
||||
|
||||
return (user->_f_Z() < open.bottom);
|
||||
return (user->Z() < open.bottom);
|
||||
}
|
||||
else if ((flags & ML_3DMIDTEX) || (TexMan.FindSwitch(side->GetTexture(side_t::mid))) != NULL)
|
||||
{
|
||||
|
@ -234,7 +234,7 @@ bool P_CheckSwitchRange(AActor *user, line_t *line, int sideno, fixedvec3 *optpo
|
|||
else
|
||||
{
|
||||
// no switch found. Check whether the player can touch either top or bottom texture
|
||||
return (user->_f_Top() > open.top) || (user->_f_Z() < open.bottom);
|
||||
return (user->Top() > open.top) || (user->Z() < open.bottom);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -427,7 +427,7 @@ bool P_Thing_Raise(AActor *thing, AActor *raiser)
|
|||
thing->flags |= MF_SOLID;
|
||||
thing->Height = info->Height; // [RH] Use real height
|
||||
thing->radius = info->radius; // [RH] Use real radius
|
||||
if (!P_CheckPosition (thing, thing->_f_Pos()))
|
||||
if (!P_CheckPosition (thing, thing->Pos()))
|
||||
{
|
||||
thing->flags = oldflags;
|
||||
thing->radius = oldradius;
|
||||
|
|
|
@ -102,7 +102,7 @@ static int WriteTHINGS (FILE *file)
|
|||
|
||||
mt.x = LittleShort(short(mo->X()));
|
||||
mt.y = LittleShort(short(mo->Y()));
|
||||
mt.angle = LittleShort(short(MulScale32 (mo->_f_angle() >> ANGLETOFINESHIFT, 360)));
|
||||
mt.angle = LittleShort(short(mo->Angles.Yaw.Degrees));
|
||||
mt.type = LittleShort((short)1);
|
||||
mt.flags = LittleShort((short)(7|224|MTF_SINGLE));
|
||||
fwrite (&mt, sizeof(mt), 1, file);
|
||||
|
|
|
@ -1191,8 +1191,8 @@ bool FPolyObj::CheckMobjBlocking (side_t *sd)
|
|||
if ((mobj->flags&MF_SOLID) && !(mobj->flags&MF_NOCLIP))
|
||||
{
|
||||
FLineOpening open;
|
||||
open.top = INT_MAX;
|
||||
open.bottom = -INT_MAX;
|
||||
open.top = LINEOPEN_MAX;
|
||||
open.bottom = LINEOPEN_MIN;
|
||||
// [TN] Check wether this actor gets blocked by the line.
|
||||
if (ld->backsector != NULL &&
|
||||
!(ld->flags & (ML_BLOCKING|ML_BLOCKEVERYTHING))
|
||||
|
@ -1201,7 +1201,7 @@ bool FPolyObj::CheckMobjBlocking (side_t *sd)
|
|||
&& !((mobj->flags & MF_FLOAT) && (ld->flags & ML_BLOCK_FLOATERS))
|
||||
&& (!(ld->flags & ML_3DMIDTEX) ||
|
||||
(!P_LineOpening_3dMidtex(mobj, ld, open) &&
|
||||
(mobj->_f_Top() < open.top)
|
||||
(mobj->Top() < open.top)
|
||||
) || (open.abovemidtex && mobj->Z() > mobj->floorz))
|
||||
)
|
||||
{
|
||||
|
@ -1233,7 +1233,7 @@ bool FPolyObj::CheckMobjBlocking (side_t *sd)
|
|||
// Best use the one facing the player and ignore the back side.
|
||||
if (ld->sidedef[1] != NULL)
|
||||
{
|
||||
int side = P_PointOnLineSidePrecise(mobj->_f_X(), mobj->_f_Y(), ld);
|
||||
int side = P_PointOnLineSidePrecise(mobj->Pos(), ld);
|
||||
if (ld->sidedef[side] != sd)
|
||||
{
|
||||
continue;
|
||||
|
|
|
@ -491,7 +491,7 @@ void SDLFB::Update ()
|
|||
return;
|
||||
|
||||
pixels = Surface->pixels;
|
||||
pitch = Surface->_f_pitch();
|
||||
pitch = Surface->pitch;
|
||||
}
|
||||
|
||||
if (NotPaletted)
|
||||
|
|
10
src/r_defs.h
10
src/r_defs.h
|
@ -880,6 +880,16 @@ struct sector_t
|
|||
fixed_t NextHighestCeilingAt(fixed_t x, fixed_t y, fixed_t bottomz, fixed_t topz, int flags = 0, sector_t **resultsec = NULL, F3DFloor **resultffloor = NULL);
|
||||
fixed_t NextLowestFloorAt(fixed_t x, fixed_t y, fixed_t z, int flags = 0, fixed_t steph = 0, sector_t **resultsec = NULL, F3DFloor **resultffloor = NULL);
|
||||
|
||||
inline double NextHighestCeilingAt(double x, double y, double bottomz, double topz, int flags = 0, sector_t **resultsec = NULL, F3DFloor **resultffloor = NULL)
|
||||
{
|
||||
return FIXED2DBL(NextHighestCeilingAt(FLOAT2FIXED(x), FLOAT2FIXED(y), FLOAT2FIXED(bottomz), FLOAT2FIXED(topz), flags, resultsec, resultffloor));
|
||||
}
|
||||
|
||||
double NextLowestFloorAt(double x, double y, double z, int flags = 0, double steph = 0, sector_t **resultsec = NULL, F3DFloor **resultffloor = NULL)
|
||||
{
|
||||
return FIXED2DBL(NextLowestFloorAt(FLOAT2FIXED(x), FLOAT2FIXED(y), FLOAT2FIXED(z), flags, FLOAT2FIXED(steph), resultsec, resultffloor));
|
||||
}
|
||||
|
||||
// Member variables
|
||||
fixed_t CenterFloor () const { return floorplane.ZatPoint (centerspot); }
|
||||
fixed_t CenterCeiling () const { return ceilingplane.ZatPoint (centerspot); }
|
||||
|
|
|
@ -1106,8 +1106,6 @@ void R_DrawHeightPlanes(fixed_t height)
|
|||
|
||||
void R_DrawSinglePlane (visplane_t *pl, fixed_t alpha, bool additive, bool masked)
|
||||
{
|
||||
// pl->_f_angle() = pa<<ANGLETOFINESHIFT;
|
||||
|
||||
if (pl->left >= pl->right)
|
||||
return;
|
||||
|
||||
|
|
|
@ -173,9 +173,7 @@ void S_NoiseDebug (void)
|
|||
}
|
||||
|
||||
|
||||
listener.X = FIXED2FLOAT(players[consoleplayer].camera->SoundX());
|
||||
listener.Y = FIXED2FLOAT(players[consoleplayer].camera->SoundZ());
|
||||
listener.Z = FIXED2FLOAT(players[consoleplayer].camera->SoundY());
|
||||
listener = players[consoleplayer].camera->SoundPos();
|
||||
|
||||
// Display the oldest channel first.
|
||||
for (chan = Channels; chan->NextChan != NULL; chan = chan->NextChan)
|
||||
|
@ -664,9 +662,10 @@ static void CalcPosVel(int type, const AActor *actor, const sector_t *sector,
|
|||
|
||||
if (players[consoleplayer].camera != NULL)
|
||||
{
|
||||
x = players[consoleplayer].camera->SoundX();
|
||||
y = players[consoleplayer].camera->SoundZ();
|
||||
z = players[consoleplayer].camera->SoundY();
|
||||
FVector3 v = players[consoleplayer].camera->SoundPos();
|
||||
x = FLOAT2FIXED(v.X);
|
||||
y = FLOAT2FIXED(v.Y);
|
||||
z = FLOAT2FIXED(v.Z);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -693,9 +692,10 @@ static void CalcPosVel(int type, const AActor *actor, const sector_t *sector,
|
|||
//assert(actor != NULL);
|
||||
if (actor != NULL)
|
||||
{
|
||||
x = actor->SoundX();
|
||||
y = actor->SoundZ();
|
||||
z = actor->SoundY();
|
||||
FVector3 v = actor->SoundPos();
|
||||
x = FLOAT2FIXED(v.X);
|
||||
y = FLOAT2FIXED(v.Y);
|
||||
z = FLOAT2FIXED(v.Z);
|
||||
}
|
||||
break;
|
||||
|
||||
|
@ -764,8 +764,9 @@ static void CalcSectorSoundOrg(const sector_t *sec, int channum, fixed_t *x, fix
|
|||
// Are we inside the sector? If yes, the closest point is the one we're on.
|
||||
if (P_PointInSector(*x, *y) == sec)
|
||||
{
|
||||
*x = players[consoleplayer].camera->SoundX();
|
||||
*y = players[consoleplayer].camera->SoundY();
|
||||
FVector3 p = players[consoleplayer].camera->SoundPos();
|
||||
*x = FLOAT2FIXED(p.X);
|
||||
*y = FLOAT2FIXED(p.Y);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -1568,9 +1569,10 @@ void S_RelinkSound (AActor *from, AActor *to)
|
|||
{
|
||||
chan->Actor = NULL;
|
||||
chan->SourceType = SOURCE_Unattached;
|
||||
chan->Point[0] = FIXED2FLOAT(from->SoundX());
|
||||
chan->Point[1] = FIXED2FLOAT(from->SoundZ());
|
||||
chan->Point[2] = FIXED2FLOAT(from->SoundY());
|
||||
FVector3 p = from->SoundPos();
|
||||
chan->Point[0] = p.X;
|
||||
chan->Point[1] = p.Y;
|
||||
chan->Point[2] = p.Z;
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -1950,16 +1952,14 @@ static void S_SetListener(SoundListener &listener, AActor *listenactor)
|
|||
{
|
||||
if (listenactor != NULL)
|
||||
{
|
||||
listener.angle = ANGLE2RADF(listenactor->_f_angle());
|
||||
listener.angle = ToRadians(listenactor->Angles.Yaw);
|
||||
/*
|
||||
listener.velocity.X = listenactor->vel.x * (TICRATE/65536.f);
|
||||
listener.velocity.Y = listenactor->vel.z * (TICRATE/65536.f);
|
||||
listener.velocity.Z = listenactor->vel.y * (TICRATE/65536.f);
|
||||
*/
|
||||
listener.velocity.Zero();
|
||||
listener.position.X = FIXED2FLOAT(listenactor->SoundX());
|
||||
listener.position.Y = FIXED2FLOAT(listenactor->SoundZ());
|
||||
listener.position.Z = FIXED2FLOAT(listenactor->SoundY());
|
||||
listener.position = listenactor->SoundPos();
|
||||
listener.underwater = listenactor->waterlevel == 3;
|
||||
assert(zones != NULL);
|
||||
listener.Environment = zones[listenactor->Sector->ZoneNumber].Environment;
|
||||
|
|
|
@ -3297,7 +3297,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Burst)
|
|||
// with no relation to the size of the self shattering. I think it should
|
||||
// base the number of shards on the size of the dead thing, so bigger
|
||||
// things break up into more shards than smaller things.
|
||||
// An self with _f_radius() 20 and height 64 creates ~40 chunks.
|
||||
// An self with radius 20 and height 64 creates ~40 chunks.
|
||||
numChunks = MAX<int> (4, int(self->radius * self->Height)/32);
|
||||
i = (pr_burst.Random2()) % (numChunks/4);
|
||||
for (i = MAX (24, numChunks + i); i >= 0; i--)
|
||||
|
@ -3713,7 +3713,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckLOF)
|
|||
if (!(flags & CLOFF_FROMBASE))
|
||||
{ // default to hitscan origin
|
||||
|
||||
// Synced with hitscan: self->_f_height() is strangely NON-conscientious about getting the right actor for player
|
||||
// Synced with hitscan: self->Height is strangely NON-conscientious about getting the right actor for player
|
||||
pos.Z += self->Height *0.5;
|
||||
if (self->player != NULL)
|
||||
{
|
||||
|
|
Loading…
Reference in a new issue