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This should help with some of the player movement fuckery
This fixes the bug that let you jump through the ticket booth window in E1L1 and the problems jumping into vents when run mode is disabled. git-svn-id: https://svn.eduke32.com/eduke32@8119 1a8010ca-5511-0410-912e-c29ae57300e0
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1 changed files with 13 additions and 17 deletions
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@ -4669,32 +4669,28 @@ void P_ProcessInput(int playerNum)
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pPlayer->cursectnum = 0;
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}
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int sectorLotag = sector[pPlayer->cursectnum].lotag;
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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 stepHeight = (sectorLotag == ST_1_ABOVE_WATER && pPlayer->spritebridge != 1) ? pPlayer->autostep_sbw : pPlayer->autostep;
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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 const stepHeight = getZRangeOffset;
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// we want to take these into account for getzrange() but not for the clipmove() call below
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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 + 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 if (!pPlayer->on_ground)
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stepHeight -= (pPlayer->jumping_counter << 1) + (pPlayer->jumping_counter >> 1);
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stepHeight = max(stepHeight, 0);
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if (pPlayer->pos.z + getZRangeOffset > actor[pPlayer->i].floorz - PMINHEIGHT)
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getZRangeOffset -= klabs((pPlayer->pos.z + getZRangeOffset) - (actor[pPlayer->i].floorz - PMINHEIGHT));
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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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else stepHeight = 0;
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pPlayer->pos.z += stepHeight;
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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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pPlayer->pos.z -= stepHeight;
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int32_t ceilZ2 = ceilZ;
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getzrange(&pPlayer->pos, pPlayer->cursectnum, &ceilZ, &highZhit, &dummy, &dummy, pPlayer->clipdist - GETZRANGECLIPDISTOFFSET, 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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pPlayer->pos.z -= getZRangeOffset;
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pPlayer->spritebridge = 0;
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pPlayer->sbs = 0;
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