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326ba366e9
Also, note a place that is the real cause for "what makes the player slide off enemies", as far as I can see. git-svn-id: https://svn.eduke32.com/eduke32@5016 1a8010ca-5511-0410-912e-c29ae57300e0
51 lines
1.5 KiB
Text
51 lines
1.5 KiB
Text
// This CON module provides 'state thisactor_getzrange', reimplementing
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// VM_GetZRange() from the C source. This routine obtains actor[].ceilingz and
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// actor[].floorz for the current actor (THISACTOR), using getzrange() with the
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// initial z position displaced by -256.
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//
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// Original author: Helixhorned.
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// In
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gamevar tagz_x 0 0
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gamevar tagz_y 0 0
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gamevar tagz_z 0 0
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gamevar tagz_sectnum 0 0
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// Temp
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gamevar tagz_cstat 0 0
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// Out
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gamevar tagz_ceilz 0 0
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gamevar tagz_ceilhit 0 0
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gamevar tagz_florz 0 0
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gamevar tagz_florhit 0 0
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// ZOFFSET in the EDuke32 source.
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define TAGZ_ZOFFSET 256
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// In the EDuke32 source, the <walldist> passed to VM_GetZRange().
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define TAGZ_WALLDIST 127
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// Updates the current actor's actor[].floorz and actor[].ceilngz members in
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// the same way A_GetZRange() does.
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state thisactor_getzrange
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setvarvar tagz_x sprite[THISACTOR].x
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setvarvar tagz_y sprite[THISACTOR].y
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setvarvar tagz_z sprite[THISACTOR].z, subvar tagz_z TAGZ_ZOFFSET
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setvarvar tagz_sectnum sprite[THISACTOR].sectnum
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// Back up and clear cstat.
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setvarvar tagz_cstat sprite[THISACTOR].cstat
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setactor[THISACTOR].cstat 0
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getzrange tagz_x tagz_y tagz_z tagz_sectnum
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/*out:*/ tagz_ceilz tagz_ceilhit tagz_florz tagz_florhit
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/*in:*/ TAGZ_WALLDIST CLIPMASK0
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// Restore cstat.
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setactor[THISACTOR].cstat tagz_cstat
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// Set actor[] members for the current actor.
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setactor[THISACTOR].htceilingz tagz_ceilz
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setactor[THISACTOR].htfloorz tagz_florz
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ends
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