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More player clipping fixes
git-svn-id: https://svn.eduke32.com/eduke32@7488 1a8010ca-5511-0410-912e-c29ae57300e0
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1 changed files with 31 additions and 23 deletions
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@ -4643,6 +4643,16 @@ static void P_HandlePal(DukePlayer_t *const pPlayer)
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}
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static void P_ClampZ(DukePlayer_t* const pPlayer, int const sectorLotag, int32_t const ceilZ, int32_t const floorZ)
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{
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if ((sectorLotag != ST_2_UNDERWATER || ceilZ != pPlayer->truecz) && pPlayer->pos.z < ceilZ + PMINHEIGHT)
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pPlayer->pos.z = ceilZ + PMINHEIGHT;
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if (sectorLotag != ST_1_ABOVE_WATER && pPlayer->pos.z > floorZ - PMINHEIGHT)
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pPlayer->pos.z = floorZ - PMINHEIGHT;
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}
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void P_ProcessInput(int playerNum)
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{
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if (g_player[playerNum].playerquitflag == 0)
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@ -4677,21 +4687,20 @@ void P_ProcessInput(int playerNum)
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int32_t floorZ, ceilZ, highZhit, lowZhit, dummy;
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if (pPlayer->pos.z < actor[pPlayer->i].ceilingz + PMINHEIGHT || pPlayer->pos.z > actor[pPlayer->i].floorz - PMINHEIGHT)
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stepHeight = 0;
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else stepHeight -= (pPlayer->jumping_counter << 1);
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#if 0
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if (pPlayer->on_ground && (pPlayer->pos.z + stepHeight > actor[pPlayer->i].floorz - 128))
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stepHeight -= pPlayer->pos.z + stepHeight - actor[pPlayer->i].floorz + 128;
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#endif
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if (sectorLotag != ST_2_UNDERWATER)
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{
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if (pPlayer->pos.z + stepHeight > actor[pPlayer->i].floorz - PMINHEIGHT)
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stepHeight -= (pPlayer->pos.z + stepHeight) - (actor[pPlayer->i].floorz - PMINHEIGHT);
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else
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stepHeight -= (pPlayer->jumping_counter << 1);
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}
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pPlayer->pos.z += stepHeight;
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getzrange((vec3_t *)pPlayer, pPlayer->cursectnum, &ceilZ, &highZhit, &floorZ, &lowZhit, pPlayer->clipdist - 16, CLIPMASK0);
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pPlayer->pos.z -= stepHeight;
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int32_t ceilZ2 = ceilZ;
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getzrange((vec3_t *)pPlayer, pPlayer->cursectnum, &ceilZ, &highZhit, &dummy, &dummy, pPlayer->clipdist - 24, CSTAT_SPRITE_ALIGNMENT_FLOOR << 16);
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getzrange((vec3_t *)pPlayer, pPlayer->cursectnum, &ceilZ, &highZhit, &dummy, &dummy, pPlayer->clipdist - 16, CSTAT_SPRITE_ALIGNMENT_FLOOR << 16);
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if ((highZhit & 49152) == 49152 && (sprite[highZhit & (MAXSPRITES - 1)].cstat & CSTAT_SPRITE_BLOCK) != CSTAT_SPRITE_BLOCK)
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ceilZ = ceilZ2;
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@ -5093,8 +5102,7 @@ void P_ProcessInput(int playerNum)
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if (klabs(Zdiff) < 256)
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Zdiff = 0;
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pPlayer->pos.z += ((klabs(Zdiff) >= 256) ? (((floorZ - (floorZOffset << 8)) - pPlayer->pos.z) >> 1) : 0);
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else pPlayer->pos.z += (floorZ - (floorZOffset << 8) - pPlayer->pos.z) >> 1;
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pPlayer->vel.z -= 768;
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if (pPlayer->vel.z < 0)
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@ -5129,9 +5137,9 @@ void P_ProcessInput(int playerNum)
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pPlayer->jumping_toggle--;
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else if (TEST_SYNC_KEY(playerBits, SK_JUMP) && pPlayer->jumping_toggle == 0)
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{
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getzrange((vec3_t *)pPlayer, pPlayer->cursectnum, &ceilZ, &dummy, &dummy, &dummy, pPlayer->clipdist - 24, CLIPMASK0);
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getzrange((vec3_t *)pPlayer, pPlayer->cursectnum, &ceilZ, &dummy, &dummy, &dummy, pPlayer->clipdist - 16, CLIPMASK0);
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if ((floorZ-ceilZ) > (56<<8))
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if ((floorZ-ceilZ) > (48<<8))
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{
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if (VM_OnEvent(EVENT_JUMP,pPlayer->i,playerNum) == 0)
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{
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@ -5177,8 +5185,7 @@ void P_ProcessInput(int playerNum)
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}
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}
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// this is == (ceilZ + PMINHEIGHT) because pos.z is explicitly set to this value elsewhere
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if ((sectorLotag != ST_2_UNDERWATER || ceilZ != pPlayer->truecz) && pPlayer->jumping_counter && pPlayer->pos.z == (ceilZ + PMINHEIGHT))
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if ((sectorLotag != ST_2_UNDERWATER || ceilZ != pPlayer->truecz) && pPlayer->jumping_counter && pPlayer->pos.z <= (ceilZ + PMINHEIGHT + 128))
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{
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pPlayer->jumping_counter = 0;
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if (pPlayer->vel.z < 0)
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@ -5359,9 +5366,12 @@ HORIZONLY:;
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|| (ceilingBunch >= 0 && !(sector[playerSectNum].ceilingstat & 512))))
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{
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pPlayer->cursectnum += MAXSECTORS; // skip initial z check, restored by updatesectorz
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updatesectorz(pPlayer->pos.x, pPlayer->pos.y, pPlayer->pos.z, &pPlayer->cursectnum);
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updatesector(pPlayer->pos.x, pPlayer->pos.y, &pPlayer->cursectnum);
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}
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#endif
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P_ClampZ(pPlayer, sectorLotag, ceilZ, floorZ);
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int const touchObject = IONMAIDEN ? clipmove((vec3_t *)pPlayer, &pPlayer->cursectnum, pPlayer->vel.x + (pPlayer->fric.x << 9),
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pPlayer->vel.y + (pPlayer->fric.y << 9), pPlayer->clipdist, (4L << 8), stepHeight, CLIPMASK0)
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: clipmove((vec3_t *)pPlayer, &pPlayer->cursectnum, pPlayer->vel.x, pPlayer->vel.y, pPlayer->clipdist,
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@ -5392,11 +5402,7 @@ HORIZONLY:;
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pPlayer->pos.z += pPlayer->vel.z;
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}
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if ((sectorLotag != ST_2_UNDERWATER || ceilZ != pPlayer->truecz) && pPlayer->pos.z < ceilZ + PMINHEIGHT)
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pPlayer->pos.z = ceilZ + PMINHEIGHT;
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if (sectorLotag != ST_1_ABOVE_WATER && pPlayer->pos.z > floorZ - PMINHEIGHT)
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pPlayer->pos.z = floorZ - PMINHEIGHT;
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P_ClampZ(pPlayer, sectorLotag, ceilZ, floorZ);
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if (pPlayer->cursectnum >= 0)
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{
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@ -5431,8 +5437,10 @@ HORIZONLY:;
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if (pPlayer->cursectnum >= 0 && ud.noclip == 0)
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{
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int const squishPlayer = (pushmove((vec3_t *)pPlayer, &pPlayer->cursectnum, pPlayer->clipdist - 16, (4L << 8), stepHeight, CLIPMASK0) < 0 &&
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A_GetFurthestAngle(pPlayer->i, 8) < 512);
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int const pushResult = pushmove((vec3_t *)pPlayer, &pPlayer->cursectnum, pPlayer->clipdist - 1, (4L << 8), (4L << 8), CLIPMASK0);
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int const furthestAngle = A_GetFurthestAngle(pPlayer->i, 32);
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int const angleDelta = G_GetAngleDelta(fix16_to_int(pPlayer->q16ang), furthestAngle);
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bool const squishPlayer = pushResult < 0 && !angleDelta;
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if (squishPlayer || klabs(actor[pPlayer->i].floorz-actor[pPlayer->i].ceilingz) < (48<<8))
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{
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