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Add lunatic/test/thisactor_getzrange.con, providing 'state thisactor_getzrange'.
Also, note a place that is the real cause for "what makes the player slide off enemies", as far as I can see. git-svn-id: https://svn.eduke32.com/eduke32@5016 1a8010ca-5511-0410-912e-c29ae57300e0
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3 changed files with 57 additions and 3 deletions
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@ -438,7 +438,7 @@ void A_GetZLimits(int32_t iActor)
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|| (hitspr->picnum == APLAYER && A_CheckEnemySprite(s)))
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|| (hitspr->picnum == APLAYER && A_CheckEnemySprite(s)))
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{
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{
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actor[iActor].flags |= SFLAG_NOFLOORSHADOW; // No shadows on actors
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actor[iActor].flags |= SFLAG_NOFLOORSHADOW; // No shadows on actors
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s->xvel = -256;
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s->xvel = -256; // SLIDE_ABOVE_ENEMY
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A_SetSprite(iActor, CLIPMASK0);
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A_SetSprite(iActor, CLIPMASK0);
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}
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}
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else if (s->statnum == STAT_PROJECTILE && hitspr->picnum == APLAYER && s->owner==florhit)
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else if (s->statnum == STAT_PROJECTILE && hitspr->picnum == APLAYER && s->owner==florhit)
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51
polymer/eduke32/source/lunatic/test/thisactor_getzrange.con
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51
polymer/eduke32/source/lunatic/test/thisactor_getzrange.con
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@ -0,0 +1,51 @@
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// This CON module provides 'state thisactor_getzrange', reimplementing
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// VM_GetZRange() from the C source. This routine obtains actor[].ceilingz and
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// actor[].floorz for the current actor (THISACTOR), using getzrange() with the
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// initial z position displaced by -256.
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//
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// Original author: Helixhorned.
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// In
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gamevar tagz_x 0 0
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gamevar tagz_y 0 0
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gamevar tagz_z 0 0
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gamevar tagz_sectnum 0 0
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// Temp
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gamevar tagz_cstat 0 0
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// Out
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gamevar tagz_ceilz 0 0
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gamevar tagz_ceilhit 0 0
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gamevar tagz_florz 0 0
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gamevar tagz_florhit 0 0
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// ZOFFSET in the EDuke32 source.
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define TAGZ_ZOFFSET 256
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// In the EDuke32 source, the <walldist> passed to VM_GetZRange().
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define TAGZ_WALLDIST 127
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// Updates the current actor's actor[].floorz and actor[].ceilngz members in
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// the same way A_GetZRange() does.
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state thisactor_getzrange
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setvarvar tagz_x sprite[THISACTOR].x
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setvarvar tagz_y sprite[THISACTOR].y
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setvarvar tagz_z sprite[THISACTOR].z, subvar tagz_z TAGZ_ZOFFSET
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setvarvar tagz_sectnum sprite[THISACTOR].sectnum
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// Back up and clear cstat.
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setvarvar tagz_cstat sprite[THISACTOR].cstat
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setactor[THISACTOR].cstat 0
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getzrange tagz_x tagz_y tagz_z tagz_sectnum
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/*out:*/ tagz_ceilz tagz_ceilhit tagz_florz tagz_florhit
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/*in:*/ TAGZ_WALLDIST CLIPMASK0
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// Restore cstat.
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setactor[THISACTOR].cstat tagz_cstat
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// Set actor[] members for the current actor.
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setactor[THISACTOR].htceilingz tagz_ceilz
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setactor[THISACTOR].htfloorz tagz_florz
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ends
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@ -4210,7 +4210,8 @@ void P_ProcessInput(int32_t snum)
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if ((sprite[j].cstat&33) == 33 || (sprite[j].cstat&17) == 17 ||
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if ((sprite[j].cstat&33) == 33 || (sprite[j].cstat&17) == 17 ||
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clipshape_idx_for_sprite(&sprite[j], -1) >= 0)
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clipshape_idx_for_sprite(&sprite[j], -1) >= 0)
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{
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{
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if ((sprite[j].xvel&1) == 0) // EDuke32 extension
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// EDuke32 extension: xvel of 1 makes a sprite be never regarded as a bridge.
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if ((sprite[j].xvel&1) == 0)
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{
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{
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psectlotag = 0;
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psectlotag = 0;
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p->footprintcount = 0;
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p->footprintcount = 0;
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@ -4220,7 +4221,9 @@ void P_ProcessInput(int32_t snum)
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}
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}
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else if (A_CheckEnemySprite(&sprite[j]) && sprite[j].xrepeat > 24 && klabs(s->z-sprite[j].z) < (84<<8))
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else if (A_CheckEnemySprite(&sprite[j]) && sprite[j].xrepeat > 24 && klabs(s->z-sprite[j].z) < (84<<8))
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{
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{
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// I think this is what makes the player slide off enemies... might be a good sprite flag to add later
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// TX: I think this is what makes the player slide off enemies... might
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// be a good sprite flag to add later.
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// Helix: there's also SLIDE_ABOVE_ENEMY.
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j = getangle(sprite[j].x-p->pos.x,sprite[j].y-p->pos.y);
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j = getangle(sprite[j].x-p->pos.x,sprite[j].y-p->pos.y);
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p->vel.x -= sintable[(j+512)&2047]<<4;
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p->vel.x -= sintable[(j+512)&2047]<<4;
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p->vel.y -= sintable[j&2047]<<4;
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p->vel.y -= sintable[j&2047]<<4;
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