diff --git a/source/duke3d/src/player.cpp b/source/duke3d/src/player.cpp index adbd766e2..e6443bda5 100644 --- a/source/duke3d/src/player.cpp +++ b/source/duke3d/src/player.cpp @@ -4643,6 +4643,16 @@ static void P_HandlePal(DukePlayer_t *const pPlayer) } +static void P_ClampZ(DukePlayer_t* const pPlayer, int const sectorLotag, int32_t const ceilZ, int32_t const floorZ) +{ + if ((sectorLotag != ST_2_UNDERWATER || ceilZ != pPlayer->truecz) && pPlayer->pos.z < ceilZ + PMINHEIGHT) + pPlayer->pos.z = ceilZ + PMINHEIGHT; + + if (sectorLotag != ST_1_ABOVE_WATER && pPlayer->pos.z > floorZ - PMINHEIGHT) + pPlayer->pos.z = floorZ - PMINHEIGHT; +} + + void P_ProcessInput(int playerNum) { if (g_player[playerNum].playerquitflag == 0) @@ -4677,21 +4687,20 @@ void P_ProcessInput(int playerNum) int32_t floorZ, ceilZ, highZhit, lowZhit, dummy; - if (pPlayer->pos.z < actor[pPlayer->i].ceilingz + PMINHEIGHT || pPlayer->pos.z > actor[pPlayer->i].floorz - PMINHEIGHT) - stepHeight = 0; - else stepHeight -= (pPlayer->jumping_counter << 1); - -#if 0 - if (pPlayer->on_ground && (pPlayer->pos.z + stepHeight > actor[pPlayer->i].floorz - 128)) - stepHeight -= pPlayer->pos.z + stepHeight - actor[pPlayer->i].floorz + 128; -#endif + if (sectorLotag != ST_2_UNDERWATER) + { + if (pPlayer->pos.z + stepHeight > actor[pPlayer->i].floorz - PMINHEIGHT) + stepHeight -= (pPlayer->pos.z + stepHeight) - (actor[pPlayer->i].floorz - PMINHEIGHT); + else + stepHeight -= (pPlayer->jumping_counter << 1); + } pPlayer->pos.z += stepHeight; getzrange((vec3_t *)pPlayer, pPlayer->cursectnum, &ceilZ, &highZhit, &floorZ, &lowZhit, pPlayer->clipdist - 16, CLIPMASK0); pPlayer->pos.z -= stepHeight; int32_t ceilZ2 = ceilZ; - getzrange((vec3_t *)pPlayer, pPlayer->cursectnum, &ceilZ, &highZhit, &dummy, &dummy, pPlayer->clipdist - 24, CSTAT_SPRITE_ALIGNMENT_FLOOR << 16); + getzrange((vec3_t *)pPlayer, pPlayer->cursectnum, &ceilZ, &highZhit, &dummy, &dummy, pPlayer->clipdist - 16, CSTAT_SPRITE_ALIGNMENT_FLOOR << 16); if ((highZhit & 49152) == 49152 && (sprite[highZhit & (MAXSPRITES - 1)].cstat & CSTAT_SPRITE_BLOCK) != CSTAT_SPRITE_BLOCK) ceilZ = ceilZ2; @@ -5093,8 +5102,7 @@ void P_ProcessInput(int playerNum) if (klabs(Zdiff) < 256) Zdiff = 0; - - pPlayer->pos.z += ((klabs(Zdiff) >= 256) ? (((floorZ - (floorZOffset << 8)) - pPlayer->pos.z) >> 1) : 0); + else pPlayer->pos.z += (floorZ - (floorZOffset << 8) - pPlayer->pos.z) >> 1; pPlayer->vel.z -= 768; if (pPlayer->vel.z < 0) @@ -5129,9 +5137,9 @@ void P_ProcessInput(int playerNum) pPlayer->jumping_toggle--; else if (TEST_SYNC_KEY(playerBits, SK_JUMP) && pPlayer->jumping_toggle == 0) { - getzrange((vec3_t *)pPlayer, pPlayer->cursectnum, &ceilZ, &dummy, &dummy, &dummy, pPlayer->clipdist - 24, CLIPMASK0); + getzrange((vec3_t *)pPlayer, pPlayer->cursectnum, &ceilZ, &dummy, &dummy, &dummy, pPlayer->clipdist - 16, CLIPMASK0); - if ((floorZ-ceilZ) > (56<<8)) + if ((floorZ-ceilZ) > (48<<8)) { if (VM_OnEvent(EVENT_JUMP,pPlayer->i,playerNum) == 0) { @@ -5177,8 +5185,7 @@ void P_ProcessInput(int playerNum) } } - // this is == (ceilZ + PMINHEIGHT) because pos.z is explicitly set to this value elsewhere - if ((sectorLotag != ST_2_UNDERWATER || ceilZ != pPlayer->truecz) && pPlayer->jumping_counter && pPlayer->pos.z == (ceilZ + PMINHEIGHT)) + if ((sectorLotag != ST_2_UNDERWATER || ceilZ != pPlayer->truecz) && pPlayer->jumping_counter && pPlayer->pos.z <= (ceilZ + PMINHEIGHT + 128)) { pPlayer->jumping_counter = 0; if (pPlayer->vel.z < 0) @@ -5359,9 +5366,12 @@ HORIZONLY:; || (ceilingBunch >= 0 && !(sector[playerSectNum].ceilingstat & 512)))) { pPlayer->cursectnum += MAXSECTORS; // skip initial z check, restored by updatesectorz - updatesectorz(pPlayer->pos.x, pPlayer->pos.y, pPlayer->pos.z, &pPlayer->cursectnum); + updatesector(pPlayer->pos.x, pPlayer->pos.y, &pPlayer->cursectnum); } #endif + + P_ClampZ(pPlayer, sectorLotag, ceilZ, floorZ); + int const touchObject = IONMAIDEN ? clipmove((vec3_t *)pPlayer, &pPlayer->cursectnum, pPlayer->vel.x + (pPlayer->fric.x << 9), pPlayer->vel.y + (pPlayer->fric.y << 9), pPlayer->clipdist, (4L << 8), stepHeight, CLIPMASK0) : clipmove((vec3_t *)pPlayer, &pPlayer->cursectnum, pPlayer->vel.x, pPlayer->vel.y, pPlayer->clipdist, @@ -5392,11 +5402,7 @@ HORIZONLY:; pPlayer->pos.z += pPlayer->vel.z; } - if ((sectorLotag != ST_2_UNDERWATER || ceilZ != pPlayer->truecz) && pPlayer->pos.z < ceilZ + PMINHEIGHT) - pPlayer->pos.z = ceilZ + PMINHEIGHT; - - if (sectorLotag != ST_1_ABOVE_WATER && pPlayer->pos.z > floorZ - PMINHEIGHT) - pPlayer->pos.z = floorZ - PMINHEIGHT; + P_ClampZ(pPlayer, sectorLotag, ceilZ, floorZ); if (pPlayer->cursectnum >= 0) { @@ -5431,8 +5437,10 @@ HORIZONLY:; if (pPlayer->cursectnum >= 0 && ud.noclip == 0) { - int const squishPlayer = (pushmove((vec3_t *)pPlayer, &pPlayer->cursectnum, pPlayer->clipdist - 16, (4L << 8), stepHeight, CLIPMASK0) < 0 && - A_GetFurthestAngle(pPlayer->i, 8) < 512); + int const pushResult = pushmove((vec3_t *)pPlayer, &pPlayer->cursectnum, pPlayer->clipdist - 1, (4L << 8), (4L << 8), CLIPMASK0); + int const furthestAngle = A_GetFurthestAngle(pPlayer->i, 32); + int const angleDelta = G_GetAngleDelta(fix16_to_int(pPlayer->q16ang), furthestAngle); + bool const squishPlayer = pushResult < 0 && !angleDelta; if (squishPlayer || klabs(actor[pPlayer->i].floorz-actor[pPlayer->i].ceilingz) < (48<<8)) {