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Fix an OG Duke bug where projectiles would bounce off the tops of sprites instead of registering a hit
git-svn-id: https://svn.eduke32.com/eduke32@7794 1a8010ca-5511-0410-912e-c29ae57300e0
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1 changed files with 9 additions and 6 deletions
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@ -379,7 +379,8 @@ int A_CheckNoSE7Water(uspriteptr_t const pSprite, int sectNum, int sectLotag, in
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// 1 if yes, but stayed inside [actor[].ceilingz+1, actor[].floorz].
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// <0 if yes, but passed a TROR no-SE7 water boundary. -returnvalue-1 is the
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// other-side sector number.
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static int32_t A_CheckNeedZUpdate(int32_t spriteNum, int32_t zChange, int32_t *pZcoord)
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static int32_t A_CheckNeedZUpdate(int32_t spriteNum, int32_t zChange, int32_t *pZcoord,
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int32_t *ceilhit, int32_t *florhit)
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{
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if (zChange == 0)
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return 0;
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@ -389,10 +390,9 @@ static int32_t A_CheckNeedZUpdate(int32_t spriteNum, int32_t zChange, int32_t *p
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*pZcoord = newZ;
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int32_t ceilhit, florhit;
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int const clipDist = A_GetClipdist(spriteNum, -1);
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VM_GetZRange(spriteNum, &ceilhit, &florhit, pSprite->statnum == STAT_PROJECTILE ? clipDist << 3 : clipDist);
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VM_GetZRange(spriteNum, ceilhit, florhit, pSprite->statnum == STAT_PROJECTILE ? clipDist << 3 : clipDist);
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if (newZ > actor[spriteNum].ceilingz && newZ <= actor[spriteNum].floorz)
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return 1;
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@ -419,7 +419,7 @@ static int32_t A_CheckNeedZUpdate(int32_t spriteNum, int32_t zChange, int32_t *p
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}
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#endif
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return 0;
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return 2;
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}
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int A_GetClipdist(int spriteNum, int clipDist)
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@ -558,10 +558,13 @@ int32_t A_MoveSpriteClipdist(int32_t spriteNum, vec3_t const * const change, uin
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Bassert(newSectnum == pSprite->sectnum);
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int const doZUpdate = change->z ? A_CheckNeedZUpdate(spriteNum, change->z, &newZ) : 0;
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int32_t ceilhit, florhit;
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int const doZUpdate = change->z ? A_CheckNeedZUpdate(spriteNum, change->z, &newZ, &ceilhit, &florhit) : 0;
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// Update sprite's z positions and (for TROR) maybe the sector number.
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if (doZUpdate)
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if (doZUpdate == 2)
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returnValue = change->z < 0 ? ceilhit : florhit;
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else if (doZUpdate)
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{
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pSprite->z = newZ;
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#ifdef YAX_ENABLE
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