Merge branch 'experimental' into devel
This commit is contained in:
commit
0b4767d7de
9 changed files with 108 additions and 20 deletions
|
|
@ -239,8 +239,31 @@ Class FlakChunk : Actor
|
|||
// chunks in vanilla have a special variation on the standard reflect formula that causes them to bounce differently when hitting a surface head-on
|
||||
// (0.5 to 0.8 reduction perpendicular to the surface normal, to be specific)
|
||||
Vector3 HitNormal = -vel.unit();
|
||||
if ( BlockingFloor ) HitNormal = BlockingFloor.floorplane.Normal;
|
||||
else if ( BlockingCeiling ) HitNormal = BlockingCeiling.ceilingplane.Normal;
|
||||
F3DFloor ff;
|
||||
if ( BlockingFloor )
|
||||
{
|
||||
// find closest 3d floor for its normal
|
||||
for ( int i=0; i<CurSector.Get3DFloorCount(); i++ )
|
||||
{
|
||||
if ( !(CurSector.Get3DFloor(i).top.ZAtPoint(pos.xy) ~== floorz) ) continue;
|
||||
ff = CurSector.Get3DFloor(i);
|
||||
break;
|
||||
}
|
||||
if ( ff ) HitNormal = -ff.top.Normal;
|
||||
else HitNormal = BlockingFloor.floorplane.Normal;
|
||||
}
|
||||
else if ( BlockingCeiling )
|
||||
{
|
||||
// find closest 3d floor for its normal
|
||||
for ( int i=0; i<CurSector.Get3DFloorCount(); i++ )
|
||||
{
|
||||
if ( !(CurSector.Get3DFloor(i).bottom.ZAtPoint(pos.xy) ~== ceilingz) ) continue;
|
||||
ff = CurSector.Get3DFloor(i);
|
||||
break;
|
||||
}
|
||||
if ( ff ) HitNormal = -ff.bottom.Normal;
|
||||
else HitNormal = BlockingCeiling.ceilingplane.Normal;
|
||||
}
|
||||
else if ( BlockingLine )
|
||||
{
|
||||
HitNormal = (-BlockingLine.delta.y,BlockingLine.delta.x,0).unit();
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue