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* fix screen warping with r_usenewaspect: now you have a larger FOV when being shrunk
* fix 'squishing' when taking off shrunk (the reason was TROR game code using updatesectorz) and a potential sector[-1] access git-svn-id: https://svn.eduke32.com/eduke32@1960 1a8010ca-5511-0410-912e-c29ae57300e0
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parent
26a25bdce5
commit
a3443cd1dd
2 changed files with 32 additions and 6 deletions
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@ -1742,7 +1742,7 @@ static void G_PrintCoords(int32_t snum)
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printext256(250L,y+18L,31,-1,tempbuf,0);
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Bsprintf(tempbuf,"OG= %d",g_player[snum].ps->on_ground);
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printext256(250L,y+27L,31,-1,tempbuf,0);
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Bsprintf(tempbuf,"SECTL= %d",sector[g_player[snum].ps->cursectnum].lotag);
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Bsprintf(tempbuf,"SECT= %d (LO=%d)",g_player[snum].ps->cursectnum,sector[g_player[snum].ps->cursectnum].lotag);
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printext256(250L,y+36L,31,-1,tempbuf,0);
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Bsprintf(tempbuf,"SEED= %d",randomseed);
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printext256(250L,y+45L,31,-1,tempbuf,0);
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@ -3383,6 +3383,8 @@ void G_DrawRooms(int32_t snum, int32_t smoothratio)
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{
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tmpvr = i;
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tmpyx = (65536*ydim*8)/(xdim*5);
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setaspect(mulscale16(tmpvr,viewingrange), yxaspect);
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}
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if (g_screenCapture)
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@ -9646,6 +9648,7 @@ int32_t app_main(int32_t argc,const char **argv)
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);
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Bstrcpy(tempbuf, APPNAME);
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wm_setapptitle(tempbuf);
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//initprintf("sizeof(mapstate_t)=%d\n", (int32_t)sizeof(mapstate_t));
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initprintf(HEAD2 " %s\n", s_buildRev);
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initprintf("Compiled %s\n", __DATE__" "__TIME__);
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@ -4529,6 +4529,7 @@ void P_ProcessInput(int32_t snum)
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int32_t fz, cz, hz, lz, truefdist, x, y, psectlotag;
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uint8_t *kb = &p->kickback_pic;
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int16_t tempsect;
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int32_t jetpackdz = 0;
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if (g_player[snum].playerquitflag == 0)
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return;
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@ -4928,6 +4929,7 @@ void P_ProcessInput(int32_t snum)
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if (p->jetpack_on < 11)
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{
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p->jetpack_on++;
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jetpackdz -= (p->jetpack_on<<7);
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p->pos.z -= (p->jetpack_on<<7); //Goin up
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}
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else if (p->jetpack_on == 11 && !A_CheckSoundPlaying(p->i,DUKE_JETPACK_IDLE))
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@ -4943,6 +4945,7 @@ void P_ProcessInput(int32_t snum)
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VM_OnEvent(EVENT_SOARUP,p->i,snum, -1);
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if (aGameVars[g_iReturnVarID].val.lValue == 0)
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{
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jetpackdz -= j;
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p->pos.z -= j;
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p->crack_time = 777;
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}
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@ -4955,6 +4958,7 @@ void P_ProcessInput(int32_t snum)
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VM_OnEvent(EVENT_SOARDOWN,p->i,snum, -1);
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if (aGameVars[g_iReturnVarID].val.lValue == 0)
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{
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jetpackdz += j;
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p->pos.z += j;
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p->crack_time = 777;
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}
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@ -5372,13 +5376,32 @@ HORIZONLY:
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// this updatesectorz conflicts with Duke3d's way of teleporting through water,
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// so make it a bit conditional... OTOH, this way we have an ugly z jump when
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// changing from above water to underwater
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if (p->cursectnum < 0 || !(sector[p->cursectnum].lotag==1 && p->on_ground && yax_getbunch(p->cursectnum, YAX_FLOOR)>=0))
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if (p->cursectnum >= 0 && !(sector[p->cursectnum].lotag==1 &&
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p->on_ground && yax_getbunch(p->cursectnum, YAX_FLOOR)>=0))
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{
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int32_t tmpdz = 0;
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// Do updatesectorz only if ceiling/floor bunchnum is >= 0. Otherwise, unwanted
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// side-effects like dying when jumping into a lotag==1 sector can occur.
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// The p->jetpack on is there because vel.z 'freezes' when using it
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if (p->jetpack_on || (p->vel.z && p->cursectnum>=0 && yax_getbunch(p->cursectnum, (p->vel.z>0))>=0))
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// side-effects like dying when jumping into a lotag==1 sector or on other
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// occasions can occur.
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// The 'if' is divided in two disjunct cases (jetpack off or on), because we can't
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// trust p->vel.z when we're flying. In this case, jetpackdz gives the z delta for
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// this tic.
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// The (!shrunk || ...) part is so that we don't 'squish' when taking off shrunk.
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if (p->jetpack_on)
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{
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if (!shrunk || p->jetpack_on==11)
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tmpdz = jetpackdz;
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}
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else if (p->jetpack_on && p->vel.z)
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{
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tmpdz = p->vel.z;
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}
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if (tmpdz && yax_getbunch(p->cursectnum, (tmpdz>0))>=0)
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{
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updatesectorz(p->pos.x,p->pos.y,p->pos.z,&p->cursectnum);
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}
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}
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#endif
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if ((j = clipmove((vec3_t *)p,&p->cursectnum, p->vel.x,p->vel.y,164L,(4L<<8),i,CLIPMASK0)))
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@ -5410,7 +5433,7 @@ HORIZONLY:
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setsprite(p->i,(vec3_t *)&p->pos.x);
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p->pos.z -= PHEIGHT;
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if (psectlotag < 3)
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if (p->cursectnum >= 0 && psectlotag < 3)
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{
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// p->cursectnum = s->sectnum;
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