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https://github.com/ZDoom/raze-gles.git
synced 2024-12-26 03:30:46 +00:00
Improve collision for projectiles
This does a few things: -projectiles now use clipmovex() instead of clipmove() (this is like CON_CLIPMOVENOSLIDE) -the z distances passed to clipmove() are now calculated from the sprite's size instead of being hard-coded -projectiles now move as if they had SFLAG_NOCLIP applied for the first tic after spawning git-svn-id: https://svn.eduke32.com/eduke32@7409 1a8010ca-5511-0410-912e-c29ae57300e0
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parent
b61027086c
commit
da6b01bf8e
1 changed files with 47 additions and 42 deletions
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@ -441,45 +441,59 @@ int32_t A_MoveSpriteClipdist(int32_t spriteNum, vec3_t const * const change, uin
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setsprite(spriteNum, (vec3_t *)pSprite);
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setsprite(spriteNum, (vec3_t *)pSprite);
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if (clipDist >= 0)
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if (clipDist < 0)
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{
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{
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// use that value
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if (A_CheckSpriteFlags(spriteNum, SFLAG_REALCLIPDIST))
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}
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clipDist = pSprite->clipdist << 2;
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else if (A_CheckSpriteFlags(spriteNum, SFLAG_REALCLIPDIST))
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else if (isEnemy)
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clipDist = pSprite->clipdist<<2;
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{
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else if (isEnemy)
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if (pSprite->xrepeat > 60)
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{
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clipDist = 1024;
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if (pSprite->xrepeat > 60)
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clipDist = 1024;
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#ifndef EDUKE32_STANDALONE
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#ifndef EDUKE32_STANDALONE
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else if (pSprite->picnum == LIZMAN)
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else if (pSprite->picnum == LIZMAN)
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clipDist = 292;
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clipDist = 292;
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#endif
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#endif
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else if (A_CheckSpriteFlags(spriteNum, SFLAG_BADGUY))
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else if (A_CheckSpriteFlags(spriteNum, SFLAG_BADGUY))
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clipDist = pSprite->clipdist<<2;
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clipDist = pSprite->clipdist << 2;
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else
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clipDist = 192;
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}
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else
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else
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clipDist = 192;
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{
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}
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if (pSprite->statnum == STAT_PROJECTILE && (SpriteProjectile[spriteNum].workslike & PROJECTILE_REALCLIPDIST) == 0)
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else
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clipDist = 8;
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{
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else
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if (pSprite->statnum == STAT_PROJECTILE && (SpriteProjectile[spriteNum].workslike & PROJECTILE_REALCLIPDIST) == 0)
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clipDist = pSprite->clipdist << 2;
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clipDist = 8;
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}
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else
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clipDist = pSprite->clipdist<<2;
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}
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}
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int16_t newSectnum = pSprite->sectnum;
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int16_t newSectnum = pSprite->sectnum;
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#ifndef EDUKE32_STANDALONE
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#ifndef EDUKE32_STANDALONE
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int const oldSectnum = newSectnum;
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int const oldSectnum = newSectnum;
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#endif
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#endif
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int32_t newZ = pSprite->z - 2 * tilesiz[pSprite->picnum].y * pSprite->yrepeat;
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int const oldZ = pSprite->z;
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// Handle horizontal movement first.
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// Handle horizontal movement first.
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pSprite->z = newZ;
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int returnValue =
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int returnValue;
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clipmove((vec3_t *)pSprite, &newSectnum, change->x << 13, change->y << 13, clipDist, ZOFFSET6, ZOFFSET6, clipType);
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int const diffZ = spriteheightofs(spriteNum, NULL, 0);
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pSprite->z = oldZ;
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int newZ = pSprite->z - diffZ;
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pSprite->z -= diffZ >> 1;
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switch (pSprite->statnum)
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{
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default:
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{
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returnValue = clipmove((vec3_t *)pSprite, &newSectnum, change->x << 13, change->y << 13, clipDist, diffZ >> 1, diffZ >> 1, clipType);
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break;
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}
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case STAT_PROJECTILE:
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{
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returnValue = clipmovex((vec3_t *)pSprite, &newSectnum, change->x << 13, change->y << 13, clipDist, diffZ >> 2, diffZ >> 2, clipType, 1);
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break;
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}
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}
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pSprite->z += diffZ >> 1;
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// Testing: For some reason the assert below this was tripping for clients
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// Testing: For some reason the assert below this was tripping for clients
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EDUKE32_UNUSED int16_t dbg_ClipMoveSectnum = newSectnum;
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EDUKE32_UNUSED int16_t dbg_ClipMoveSectnum = newSectnum;
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@ -487,8 +501,7 @@ int32_t A_MoveSpriteClipdist(int32_t spriteNum, vec3_t const * const change, uin
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if (isEnemy)
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if (isEnemy)
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{
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{
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// Handle potential stayput condition (map-provided or hard-coded).
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// Handle potential stayput condition (map-provided or hard-coded).
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if (newSectnum < 0
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if (newSectnum < 0 || ((actor[spriteNum].stayput >= 0 && actor[spriteNum].stayput != newSectnum)
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|| ((actor[spriteNum].stayput >= 0 && actor[spriteNum].stayput != newSectnum)
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#ifndef EDUKE32_STANDALONE
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#ifndef EDUKE32_STANDALONE
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|| (pSprite->picnum == BOSS2 && pSprite->pal == 0 && sector[newSectnum].lotag != ST_3)
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|| (pSprite->picnum == BOSS2 && pSprite->pal == 0 && sector[newSectnum].lotag != ST_3)
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|| ((pSprite->picnum == BOSS1 || pSprite->picnum == BOSS2) && sector[newSectnum].lotag == ST_1_ABOVE_WATER)
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|| ((pSprite->picnum == BOSS1 || pSprite->picnum == BOSS2) && sector[newSectnum].lotag == ST_1_ABOVE_WATER)
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@ -2855,26 +2868,15 @@ ACTOR_STATIC void Proj_MoveCustom(int const spriteNum)
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projZvel >>= 1;
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projZvel >>= 1;
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}
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}
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uint16_t backupCstat = 0;
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if (!projectileMoved && (unsigned)pSprite->owner < MAXSPRITES)
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{
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backupCstat = sprite[pSprite->owner].cstat;
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sprite[pSprite->owner].cstat &= (uint16_t)~CSTAT_SPRITE_BLOCK_HITSCAN;
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}
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do
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do
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{
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{
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vec3_t tmpvect = { (projVel * (sintable[(pSprite->ang + 512) & 2047])) >> 14,
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vec3_t tmpvect = { (projVel * (sintable[(pSprite->ang + 512) & 2047])) >> 14,
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(projVel * (sintable[pSprite->ang & 2047])) >> 14, projZvel };
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(projVel * (sintable[pSprite->ang & 2047])) >> 14, projZvel };
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Bmemcpy(&davect, pSprite, sizeof(vec3_t));
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Bmemcpy(&davect, pSprite, sizeof(vec3_t));
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otherSprite = A_MoveSprite(spriteNum, &tmpvect, (A_CheckSpriteFlags(spriteNum, SFLAG_NOCLIP) ? 0 : CLIPMASK1));
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otherSprite = A_MoveSprite(spriteNum, &tmpvect, (!projectileMoved || A_CheckSpriteFlags(spriteNum, SFLAG_NOCLIP) ? 0 : CLIPMASK1));
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}
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}
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while (!otherSprite && --projMoveCnt > 0);
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while (!otherSprite && --projMoveCnt > 0);
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if (backupCstat)
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sprite[pSprite->owner].cstat = backupCstat;
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if (!(pProj->workslike & PROJECTILE_BOUNCESOFFWALLS) && // NOT_BOUNCESOFFWALLS_YVEL
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if (!(pProj->workslike & PROJECTILE_BOUNCESOFFWALLS) && // NOT_BOUNCESOFFWALLS_YVEL
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(unsigned)pSprite->yvel < MAXSPRITES
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(unsigned)pSprite->yvel < MAXSPRITES
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&& sprite[pSprite->yvel].sectnum != MAXSECTORS)
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&& sprite[pSprite->yvel].sectnum != MAXSECTORS)
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@ -3095,6 +3097,9 @@ ACTOR_STATIC void G_MoveWeapons(void)
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case SPIT__STATIC:
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case SPIT__STATIC:
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case COOLEXPLOSION1__STATIC:
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case COOLEXPLOSION1__STATIC:
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{
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{
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int const projectileMoved = SpriteProjectile[spriteNum].workslike & PROJECTILE_MOVED;
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SpriteProjectile[spriteNum].workslike |= PROJECTILE_MOVED;
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if (pSprite->picnum == COOLEXPLOSION1)
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if (pSprite->picnum == COOLEXPLOSION1)
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if (!S_CheckSoundPlaying(WIERDSHOT_FLY))
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if (!S_CheckSoundPlaying(WIERDSHOT_FLY))
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A_PlaySound(WIERDSHOT_FLY, spriteNum);
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A_PlaySound(WIERDSHOT_FLY, spriteNum);
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@ -3123,7 +3128,7 @@ ACTOR_STATIC void G_MoveWeapons(void)
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vec3_t const tmpvect = { (spriteXvel * (sintable[(pSprite->ang + 512) & 2047])) >> 14,
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vec3_t const tmpvect = { (spriteXvel * (sintable[(pSprite->ang + 512) & 2047])) >> 14,
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(spriteXvel * (sintable[pSprite->ang & 2047])) >> 14, spriteZvel };
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(spriteXvel * (sintable[pSprite->ang & 2047])) >> 14, spriteZvel };
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int moveSprite = A_MoveSprite(spriteNum, &tmpvect, (A_CheckSpriteFlags(spriteNum, SFLAG_NOCLIP) ? 0 : CLIPMASK1));
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int moveSprite = A_MoveSprite(spriteNum, &tmpvect, (!projectileMoved || A_CheckSpriteFlags(spriteNum, SFLAG_NOCLIP) ? 0 : CLIPMASK1));
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if (pSprite->picnum == RPG && (unsigned) pSprite->yvel < MAXSPRITES) // RPG_YVEL
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if (pSprite->picnum == RPG && (unsigned) pSprite->yvel < MAXSPRITES) // RPG_YVEL
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if (FindDistance2D(pSprite->x - sprite[pSprite->yvel].x, pSprite->y - sprite[pSprite->yvel].y) < 256)
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if (FindDistance2D(pSprite->x - sprite[pSprite->yvel].x, pSprite->y - sprite[pSprite->yvel].y) < 256)
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