Cacodemon345
b1d35eb0b3
Extend SKYEXPLODE flag for LineAttack
2018-11-03 15:24:30 +01:00
alexey.lysiuk
3111ec97bb
Fixed crash during line tracing when enter sector is null
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https://forum.zdoom.org/viewtopic.php?t=60371
2018-04-26 17:33:05 +02:00
ZZYZX
3129840a04
Only call additional LineCheck if there are 3D floors
2018-04-25 19:38:29 +02:00
ZZYZX
3eef3d7845
Implemented workaround for ZScript LineTrace with 3D floors
2018-04-25 19:38:29 +02:00
alexey.lysiuk
2ae8d39441
Removed all superfluous #include's
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Automatically optimized by CLion IDE with manual corrections
2018-04-24 14:30:35 +03:00
Christoph Oelckers
7ceb70bcc1
- renamed 'Tracer' class to 'LineTracer', because 'Tracer' is a too common name that had been used by some mods.
2018-01-27 09:32:26 +01:00
ZZYZX
ee1a8f71bb
Disable TRACE_PCross and TRACE_Impact on ZScript side
2018-01-21 10:54:23 +01:00
ZZYZX
74b937620e
Added texture detection for walls and 3D floors; renamed some fields to more intuitive names
2018-01-21 10:54:23 +01:00
ZZYZX
a7ff62316d
Exported Trace() interface to ZScript
2018-01-21 10:54:23 +01:00
Christoph Oelckers
ad41b23506
- replaced the homegrown integer types in all p* sources and headers.
2017-03-08 18:55:52 +01:00
Christoph Oelckers
304e989496
- allow splashing on non-swimmable, non-solid 3D floors if they are marked liquid and have a splash assigned.
2017-02-15 23:06:24 +01:00
Christoph Oelckers
cd7986b1b1
- refactored global sides array to be more VM friendly.
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- moved FLevelLocals to its own header to resolve some circular include conflicts.
2017-01-08 18:46:17 +01:00
Christoph Oelckers
c02281a439
- refactored the global sectors array into a more VM friendly type and moved it into FLevelLocals.
2017-01-07 19:32:24 +01:00
Christoph Oelckers
a0d66be6e9
- fixed: Terrain splashes could be generated for 3D floors that were below the sector's actual floor.
2016-08-14 20:52:13 +02:00
Christoph Oelckers
f1597a5d26
- fixed: Trace should set CrossedWater only if a water surface actually is crossed, i.e. the start of the trace and the end of the trace are on different sides of the surface.
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This was incorrectly spawning splashes when shooting inside a deep water sector, but in most cases the splash just was not visible. It could become visible if its position got clipped by a nearby one-sided wall.
2016-06-13 21:30:58 +02:00
Christoph Oelckers
b443ac8f71
- let Trace() be a bit smarter about checking 3D slopes. If one matches right up with the floor or ceiling at the line where the trace enters a sector, check a second point to see whether we deal with something inside valid sector bounds or not.
2016-05-01 19:30:51 +02:00
Christoph Oelckers
082042818b
- refactored sector portal data so that it does not rely on actors.
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This is necessary because otherwise the level data cannot be serialized before the actors.
2016-04-20 19:20:11 +02:00
Christoph Oelckers
322b9fc0ae
- wrap access to portal properties into sector_t:: member functions.
2016-04-19 11:35:28 +02:00
Christoph Oelckers
d2735d7632
- fixed: Trace considered any water surface a hit if nothing else was found.
2016-04-18 18:31:19 +02:00
Christoph Oelckers
5e73cdc670
- deleted leftover label in trace code.
2016-04-17 10:41:13 +02:00
Christoph Oelckers
0f6a567055
- added portal-awareness to the railgun trail.
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This required some changes to the Trace function because it turned out that the original was incapable of collecting the required information:
* actors are now also linked into blockmap blocks on both sides if they occupy the boundary of a sector portal.
* Trace will no longer set up parallel traces in all parts connected with sector portal, but only use one trace and relocate that on the actual boundary.
2016-04-16 19:41:33 +02:00
Christoph Oelckers
cd75a46917
- fixed incorrect use of 'frac' in Trace's EnterLinePortal function.
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How did this go wrong...?
2016-04-15 22:22:38 +02:00
Christoph Oelckers
db86385cf6
- removed STACK_ARGS.
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The only reason this even existed was that ZDoom's original VC projects used __fastcall. The CMake generated project do not, they stick to __cdecl.
Since no performance gain can be seen by using __fastcall the best course of action is to just remove all traces of it from the source and forget that it ever existed.
2016-04-11 10:46:30 +02:00
Christoph Oelckers
ca317a87ea
- started working on tracking portal transitions for railgun shots.
2016-04-09 12:09:06 +02:00
Christoph Oelckers
4e5ba49aca
- got rid of secplane_t::fA and fB. All uses could be replaced by other functions.
2016-04-03 19:46:00 +02:00
Christoph Oelckers
9412ce45d6
- floatified portals.cpp and most of p_maputl.cpp.
2016-03-31 16:52:25 +02:00
Christoph Oelckers
8fd76f0c8a
- floatified bmaporgx and bmaporgy, allowing to remove the gross overflow prevention hacks present in the blockmap code.
2016-03-31 09:23:14 +02:00
Christoph Oelckers
66929cbaff
- floatified p_trace, p_slopes and p_udmf.cpp.
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- major cleanup of unused code.
2016-03-30 16:30:22 +02:00
Christoph Oelckers
25f5e8449a
- replaced all direct access to sector plane coefficients with wrapper functions.
2016-03-29 12:40:41 +02:00
Christoph Oelckers
0baaa3cf63
- floatified P_LineAttack, P_TraceBleed and P_UseLines.
2016-03-27 20:58:01 +02:00
Christoph Oelckers
2dbd79cc8d
- floatified the return data from Trace().
2016-03-23 18:07:04 +01:00
Christoph Oelckers
7ebb96f15c
- use one of the new floating point special variables to store the portal plane height of the skybox things.
2016-03-21 00:05:44 +01:00
Christoph Oelckers
0bdb65c477
- made AActor::radius a double.
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This means that all files in g_doom are now fully converted.
2016-03-20 15:04:13 +01:00
Christoph Oelckers
ada5097e34
- converted scale variables in AActor, FMapThing and skin to float.
2016-03-20 12:13:00 +01:00
Christoph Oelckers
51b05d331d
- replaced AActor::vel and player_t::Vel with a floating point version.
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- Converted P_MovePlayer and all associated variables to floating point because this wasn't working well with a mixture between float and fixed.
Like the angle commit this has just been patched up to compile, the bulk of work is yet to be done.
2016-03-20 00:54:18 +01:00
alexey.lysiuk
801ac9128a
Replaced comparisons with assignments in 3D floor tracing
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No more 'equality comparison result unused' warnings
2016-03-14 01:25:57 +01:00
Christoph Oelckers
4ebdcb7b6d
- fixed: The result condition of a hitscan subtrace was never checked.
2016-03-08 11:55:40 +01:00
Christoph Oelckers
5175d56129
- made adjustments to P_LineAttack and P_RailAttack to deal with altered angles by passing through a non-parallel portal.
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- fixed: P_FindFloorCeiling set the floorsector for a new ceilingheight.
Note: P_DrawRailTrail still needs to be changed, at the moment rail trails through portals will not work correctly.
2016-03-06 21:58:36 +01:00
Christoph Oelckers
a0b2915b8f
- added a heightsec change when aborting the main trace due to having found a target in a subtrace.
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- be a bit smarter about what to copy from a subtrace. There's 3 distinct pieces of information here: The hit itself, the CrossedWater setting for Boom-transfers and the CrossedWater setting for 3D floors.
Note: Ideally this should return all water hits it can detect, not just the first one.
2016-03-06 02:07:04 +01:00
Christoph Oelckers
74592334e4
- fixed return conditions of Trace() so that it always returns something valid. Due to the portal related changes the default initialization for TRACE_HitNone must be inside TraceTraverse.
2016-03-06 01:41:52 +01:00
Christoph Oelckers
ae4cc9669b
- added line portal support to Trace().
2016-03-06 01:04:19 +01:00
Christoph Oelckers
97577dc2d7
- added sector portal support to Trace()
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Note that at the moment only the function itself has been changed, the calling parts still need to be redone.
2016-03-05 21:44:31 +01:00
Christoph Oelckers
0c37a90e32
- moved the initial 3D floor check from Trace to TraceTraverse, because that's where it will be needed for handling portals.
2016-03-04 01:13:17 +01:00
Randy Heit
55142078d8
Normalize line endings
2016-03-01 09:47:10 -06:00
Christoph Oelckers
6adb069506
- rewrote p_local.h so that it doesn't pull in the entire bunch of headers.
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This was to resolve some circular dependencies with the portal code.
The most notable changees:
* FTextureID was moved from textures.h to doomtype.h because it is frequently needed in files that don't want to do anything with actual textures.
* split off the parts from p_maputl into a separate header.
* consolidated all blockmap related data into p_blockmap.h
* split off the polyobject parts into po_man.h
2016-02-15 02:14:34 +01:00
Christoph Oelckers
68c0f929dc
- refactoring complete. The source compiles again with the renamed position variable.
2016-01-20 15:12:51 +01:00
Edoardo Prezioso
6678c3550e
- Improve the TFlags code and fix the new errors.
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The previous version didn't detect some real mistakes in code which used operator& with the wrong flagset (for now 'converted' to the correcly equivalent counterpart, waiting for the proper fix).
2015-10-13 00:30:06 +02:00
Christoph Oelckers
4444d3c0c5
- removed the _3DFLOOR #define because we really do not want to comment this out anymore, right?
2015-06-07 09:41:44 +02:00
Christoph Oelckers
0d3908a4f3
- fixed: Hitscan traces crossing a two sided line right at the height of the back sector's floor or ceiling must not be considered a hit.
2014-10-25 10:44:00 +02:00
Randy Heit
dcf50ab6cb
- Added an enum for the values a Trace callback function can return.
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- Added a userdata parameter to pass to the Trace callback function.
SVN r4200 (trunk)
2013-03-23 02:54:13 +00:00