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https://github.com/ZDoom/raze-gles.git
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Tweak the behavior of viewscreens to what is more logical IMO.
- At a given time, at most one viewscreen may display TILE_VIEWSCR, namely that one which is g_curViewscreen - sync kinds of distance to compare against VIEWSCREEN_ACTIVE_DISTANCE (was Manhattan vs. dist(), now both the latter) - fix resetting to VIEWSCREEN tile when player is greater from it than that distance. When the player is closer to it again, it is *not* reset to TILE_VIEWSCR. - more sync'd g_curViewscreen and sprite[i].yvel (for 'i' being the viewscreen sprite) Note: in a multiplayer context, this needs to be thought about once more. git-svn-id: https://svn.eduke32.com/eduke32@4843 1a8010ca-5511-0410-912e-c29ae57300e0
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parent
843894dd57
commit
51fe706907
4 changed files with 28 additions and 25 deletions
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@ -3872,6 +3872,8 @@ void polymost_drawsprite(int32_t snum)
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}
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else if (tspr->cstat & 32)
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{
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// XXX: such a z offset can be relatively large; for a given
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// tsprite, not independent of the rest of the scene.
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if ((tspr->z - sec->ceilingz) < (sec->floorz - tspr->z))
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tspr->z += snum;
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else tspr->z -= snum;
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@ -2232,20 +2232,24 @@ DETONATE:
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if (s->xrepeat == 0)
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KILLIT(i);
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A_FindPlayer(s, &x);
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{
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const int32_t p = A_FindPlayer(s, &x);
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const DukePlayer_t *const ps = g_player[p].ps;
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if (x < VIEWSCREEN_ACTIVE_DISTANCE)
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{
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if (SP == 1)
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g_curViewscreen = i;
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}
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else if (g_curViewscreen != -1 && T1 == 1)
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{
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g_curViewscreen = -1;
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T1 = 0;
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//loadtile(s->picnum);
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//invalidatetile(s->picnum,-1,255);
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walock[TILE_VIEWSCR] = 199;
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if (dist(&sprite[ps->i], s) < VIEWSCREEN_ACTIVE_DISTANCE)
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{
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#if 0
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if (sprite[i].yvel == 1) // VIEWSCREEN_YVEL
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g_curViewscreen = i;
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#endif
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}
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else if (g_curViewscreen == i /*&& T1 == 1*/)
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{
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g_curViewscreen = -1;
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sprite[i].yvel = 0; // VIEWSCREEN_YVEL
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T1 = 0;
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walock[TILE_VIEWSCR] = 199;
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}
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}
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goto BOLT;
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@ -7163,7 +7163,7 @@ static inline void G_DoEventAnimSprites(int32_t j)
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void G_DoSpriteAnimations(int32_t ourx, int32_t oury, int32_t oura, int32_t smoothratio)
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{
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int32_t j, k, p, sect;
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int32_t j, k, p;
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intptr_t l;
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if (spritesortcnt == 0)
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@ -7317,6 +7317,8 @@ void G_DoSpriteAnimations(int32_t ourx, int32_t oury, int32_t oura, int32_t smoo
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if (t->statnum == TSPR_TEMP)
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continue;
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Bassert(i >= 0);
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{
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int32_t snum = P_GetP(s);
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const DukePlayer_t *const ps = g_player[snum].ps;
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@ -7339,9 +7341,8 @@ void G_DoSpriteAnimations(int32_t ourx, int32_t oury, int32_t oura, int32_t smoo
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}
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}
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sect = s->sectnum;
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const int32_t sect = s->sectnum;
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Bassert(i >= 0);
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curframe = AC_CURFRAME(actor[i].t_data);
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#if !defined LUNATIC
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scrofs_action = AC_ACTION_ID(actor[i].t_data);
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@ -7435,7 +7436,7 @@ void G_DoSpriteAnimations(int32_t ourx, int32_t oury, int32_t oura, int32_t smoo
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t->xrepeat += 8;
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t->yrepeat += 8;
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}
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else if (g_curViewscreen >= 0 && OW != i && display_mirror != 3 && waloff[TILE_VIEWSCR] && walock[TILE_VIEWSCR] > 200)
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else if (g_curViewscreen == i && display_mirror != 3 && waloff[TILE_VIEWSCR] && walock[TILE_VIEWSCR] > 200)
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{
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// this exposes a sprite sorting issue which needs to be debugged further...
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#if 0
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@ -7457,11 +7458,6 @@ void G_DoSpriteAnimations(int32_t ourx, int32_t oury, int32_t oura, int32_t smoo
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t->yrepeat = t->yrepeat & 1 ? (t->yrepeat>>2) + 1 : t->yrepeat>>2;
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}
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#if 0 // moved to polymost
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t->x += (sintable[(t->ang+512)&2047]>>13);
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t->y += (sintable[t->ang&2047]>>13);
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updatesector(t->x, t->y, &t->sectnum);
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#endif
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break;
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case SHRINKSPARK__STATIC:
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@ -2828,7 +2828,7 @@ CHECKINV1:
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p->holoduke_on = i = A_InsertSprite(p->cursectnum,p->pos.x,p->pos.y,
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p->pos.z+(30<<8),APLAYER,-64,0,0,p->ang,0,0,-1,10);
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T4 = T5 = 0;
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SP = snum;
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sprite[i].yvel = snum;
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sprite[i].extra = 0;
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P_DoQuote(QUOTE_HOLODUKE_ON,p);
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A_PlaySound(TELEPORTER,p->holoduke_on);
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@ -3220,11 +3220,12 @@ void P_CheckSectors(int32_t snum)
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{
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if (PN == CAMERA1 && SP == 0 && sprite[neartagsprite].hitag == SLT)
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{
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SP = 1; //Using this camera
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sprite[i].yvel = 1; // Using this camera
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A_PlaySound(MONITOR_ACTIVE,p->i);
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sprite[neartagsprite].owner = i;
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sprite[neartagsprite].yvel = 1;
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sprite[neartagsprite].yvel = 1; // VIEWSCREEN_YVEL
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g_curViewscreen = neartagsprite;
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{
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int32_t j = p->cursectnum;
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