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This fixes things like shrunk player behavior at the expense of the return of issues like the player automatically stepping up onto sprite architecture.
git-svn-id: https://svn.eduke32.com/eduke32@8568 1a8010ca-5511-0410-912e-c29ae57300e0
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102c7a6293
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1 changed files with 59 additions and 30 deletions
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@ -4605,9 +4605,18 @@ static void P_HandlePal(DukePlayer_t *const pPlayer)
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#endif
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}
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// Duke3D needs the player sprite to actually be in the floor when shrunk in order to walk under enemies.
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// This sucks.
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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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#ifndef EDUKE32_STANDALONE
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auto const pSprite = &sprite[pPlayer->i];
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int const playerShrunk = (pSprite->yrepeat < 32);
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if (!FURY && playerShrunk)
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return;
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#endif
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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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@ -4649,15 +4658,29 @@ void P_ProcessInput(int playerNum)
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// sectorLotag can be set to 0 later on, but the same block sets spritebridge to 1
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int sectorLotag = sector[pPlayer->cursectnum].lotag;
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int getZRangeOffset = ((TEST_SYNC_KEY(playerBits, SK_CROUCH) || (sectorLotag == ST_1_ABOVE_WATER && pPlayer->spritebridge != 1))) ? pPlayer->autostep_sbw : pPlayer->autostep;
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int getZRangeClipDist = pPlayer->clipdist - GETZRANGECLIPDISTOFFSET;
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int getZRangeOffset = ((TEST_SYNC_KEY(playerBits, SK_CROUCH) || (sectorLotag == ST_1_ABOVE_WATER && pPlayer->spritebridge != 1)))
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? pPlayer->autostep_sbw
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: pPlayer->autostep;
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int32_t floorZ, ceilZ, highZhit, lowZhit;
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int const stepHeight = getZRangeOffset;
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// if not running Ion Fury, purposely break part of the clipping system
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// this is what makes Duke step up onto sprite constructions he shouldn't automatically step up onto
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if (!FURY)
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{
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getZRangeOffset = 0;
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getZRangeClipDist = 163L;
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}
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else
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{
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// we want to take these into account for getzrange() but not for the clipmove() call below
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// this isn't taken into account when getZRangeOffset is initialized above because we first need
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// the stepHeight value without this factored in
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if (!pPlayer->on_ground)
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getZRangeOffset = pPlayer->autostep_sbw;
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int32_t floorZ, ceilZ, highZhit, lowZhit, dummy;
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if (sectorLotag != ST_2_UNDERWATER)
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{
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if (pPlayer->pos.z + getZRangeOffset > actor[pPlayer->i].floorz - PMINHEIGHT)
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@ -4665,9 +4688,10 @@ void P_ProcessInput(int playerNum)
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else if (pPlayer->pos.z + getZRangeOffset < actor[pPlayer->i].ceilingz + PMINHEIGHT)
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getZRangeOffset += klabs((actor[pPlayer->i].ceilingz + PMINHEIGHT) - (pPlayer->pos.z + getZRangeOffset));
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}
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}
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pPlayer->pos.z += getZRangeOffset;
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getzrange(&pPlayer->pos, pPlayer->cursectnum, &ceilZ, &highZhit, &floorZ, &lowZhit, pPlayer->clipdist - GETZRANGECLIPDISTOFFSET, CLIPMASK0);
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getzrange(&pPlayer->pos, pPlayer->cursectnum, &ceilZ, &highZhit, &floorZ, &lowZhit, getZRangeClipDist, CLIPMASK0);
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pPlayer->pos.z -= getZRangeOffset;
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pPlayer->spritebridge = 0;
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@ -4678,6 +4702,7 @@ void P_ProcessInput(int playerNum)
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#else
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getcorrectzsofslope(pPlayer->cursectnum, pPlayer->pos.x, pPlayer->pos.y, &pPlayer->truecz, &pPlayer->truefz);
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#endif
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int const trueFloorZ = pPlayer->truefz;
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int const trueFloorDist = klabs(pPlayer->pos.z - trueFloorZ);
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@ -4922,15 +4947,14 @@ void P_ProcessInput(int playerNum)
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{
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floorZOffset = 12;
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if (playerShrunk == 0)
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if (!playerShrunk)
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{
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floorZOffset = 34;
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pPlayer->pycount += 32;
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pPlayer->pycount &= 2047;
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pPlayer->pyoff = sintable[pPlayer->pycount] >> 6;
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}
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if (playerShrunk == 0 && trueFloorDist <= PHEIGHT)
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if (trueFloorDist <= PHEIGHT)
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{
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if (pPlayer->on_ground == 1)
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{
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@ -4944,6 +4968,7 @@ void P_ProcessInput(int playerNum)
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}
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}
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}
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}
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else if (pPlayer->footprintcount > 0 && pPlayer->on_ground)
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{
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if (pPlayer->cursectnum >= 0 && (sector[pPlayer->cursectnum].floorstat & 2) != 2)
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@ -5061,7 +5086,9 @@ void P_ProcessInput(int playerNum)
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if (klabs(Zdiff) < 256)
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Zdiff = 0;
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else pPlayer->pos.z += (floorZ - (floorZOffset << 8) - pPlayer->pos.z) >> 1;
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else if (!playerShrunk)
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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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@ -5096,8 +5123,9 @@ 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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int32_t floorZ2, ceilZ2;
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getzrange(&pPlayer->pos, pPlayer->cursectnum, &ceilZ2, &dummy, &floorZ2, &dummy, pPlayer->clipdist - GETZRANGECLIPDISTOFFSET, CLIPMASK0);
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int32_t floorZ2, ceilZ2, dummy;
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getzrange(&pPlayer->pos, pPlayer->cursectnum, &ceilZ2, &dummy, &floorZ2, &dummy, getZRangeClipDist, CLIPMASK0);
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if (klabs(floorZ2-ceilZ2) > (48<<8))
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{
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@ -5298,8 +5326,9 @@ void P_ProcessInput(int playerNum)
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}
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// This makes the player view lower when shrunk. This needs to happen before clipmove().
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// Why? Because stupid fucking Duke3D puts the player sprite entirely into the floor.
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#ifndef EDUKE32_STANDALONE
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if (!FURY && pPlayer->jetpack_on == 0 && sectorLotag != ST_2_UNDERWATER && sectorLotag != ST_1_ABOVE_WATER && playerShrunk)
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if (!FURY && playerShrunk && pPlayer->jetpack_on == 0 && sectorLotag != ST_2_UNDERWATER && sectorLotag != ST_1_ABOVE_WATER)
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pPlayer->pos.z += ZOFFSET5 - (sprite[pPlayer->i].yrepeat<<8);
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#endif
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HORIZONLY:;
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