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Prevent tripbombs from being placed at extreme distances.
Technically, an overflow is still possible, but with unsigned integers it is highly unlikely to satisfy (sum_squares < 290*290) in practice. # Conflicts: # source/duke3d/src/player.cpp
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10511c4fee
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1 changed files with 18 additions and 9 deletions
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@ -1492,9 +1492,10 @@ static int32_t A_ShootHardcoded(int spriteNum, int projecTile, int shootAng, vec
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break;
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if (hitData.wall >= 0 && hitData.sect >= 0)
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if (((hitData.pos.x - startPos.x) * (hitData.pos.x - startPos.x)
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+ (hitData.pos.y - startPos.y) * (hitData.pos.y - startPos.y))
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< (290 * 290))
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{
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uint32_t xdiff_sq = (hitData.pos.x - startPos.x) * (hitData.pos.x - startPos.x);
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uint32_t ydiff_sq = (hitData.pos.y - startPos.y) * (hitData.pos.y - startPos.y);
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if (xdiff_sq + ydiff_sq < (290 * 290))
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{
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// ST_2_UNDERWATER
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if (wall[hitData.wall].nextsector >= 0)
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@ -1506,6 +1507,7 @@ static int32_t A_ShootHardcoded(int spriteNum, int projecTile, int shootAng, vec
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placeMine = 1;
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}
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}
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if (placeMine == 1)
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{
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int const tripBombMode = (playerNum < 0) ? 0 :
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@ -4306,12 +4308,15 @@ static void P_ProcessWeapon(int playerNum)
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if (wall[hitData.wall].overpicnum == BIGFORCE)
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break;
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uint32_t xdiff_sq, ydiff_sq;
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int spriteNum = headspritesect[hitData.sect];
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while (spriteNum >= 0)
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{
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if (sprite[spriteNum].picnum == TRIPBOMB && klabs(sprite[spriteNum].z - hitData.pos.z) < ZOFFSET4 &&
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((sprite[spriteNum].x - hitData.pos.x) * (sprite[spriteNum].x - hitData.pos.x) +
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(sprite[spriteNum].y - hitData.pos.y) * (sprite[spriteNum].y - hitData.pos.y)) < (290 * 290))
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xdiff_sq = (sprite[spriteNum].x - hitData.pos.x) * (sprite[spriteNum].x - hitData.pos.x);
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ydiff_sq = (sprite[spriteNum].y - hitData.pos.y) * (sprite[spriteNum].y - hitData.pos.y);
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if (sprite[spriteNum].picnum == TRIPBOMB && klabs(sprite[spriteNum].z - hitData.pos.z) < ZOFFSET4
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&& xdiff_sq + ydiff_sq < (290 * 290))
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break;
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spriteNum = nextspritesect[spriteNum];
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}
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@ -4320,8 +4325,11 @@ static void P_ProcessWeapon(int playerNum)
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if (spriteNum == -1 && hitData.wall >= 0 && (wall[hitData.wall].cstat & 16) == 0)
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if ((wall[hitData.wall].nextsector >= 0 && sector[wall[hitData.wall].nextsector].lotag <= 2) ||
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(wall[hitData.wall].nextsector == -1 && sector[hitData.sect].lotag <= 2))
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if (((hitData.pos.x - pPlayer->pos.x) * (hitData.pos.x - pPlayer->pos.x) +
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(hitData.pos.y - pPlayer->pos.y) * (hitData.pos.y - pPlayer->pos.y)) < (290 * 290))
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{
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xdiff_sq = (hitData.pos.x - pPlayer->pos.x) * (hitData.pos.x - pPlayer->pos.x);
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ydiff_sq = (hitData.pos.y - pPlayer->pos.y) * (hitData.pos.y - pPlayer->pos.y);
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if (xdiff_sq + ydiff_sq < (290 * 290))
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{
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pPlayer->pos.z = pPlayer->opos.z;
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pPlayer->vel.z = 0;
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@ -4332,6 +4340,7 @@ static void P_ProcessWeapon(int playerNum)
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}
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}
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}
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}
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break;
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case PISTOL_WEAPON:
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@ -5214,7 +5223,7 @@ void P_ProcessInput(int playerNum)
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if (!ud.noclip)
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pushmove(&pPlayer->pos, &pPlayer->cursectnum, pPlayer->clipdist - 1, (4L<<8), stepHeight, CLIPMASK0);
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// Shrinking code
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if (sectorLotag == ST_2_UNDERWATER)
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