Assorted changes, including some code cleanup and more accurate UT physics for various projectiles.
I also made the Kinsie's Test Map tweaks toggleable because someone didn't like them.
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parent
b398a27919
commit
4189150f17
11 changed files with 174 additions and 103 deletions
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@ -198,8 +198,6 @@ Class BioGel : Actor
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deadtimer = -1;
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l = Spawn("BioLight",pos);
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l.target = self;
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b = Spawn("BioHitbox",pos);
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b.target = self;
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rollvel = FRandom[GES](10,30)*RandomPick[GES](-1,1);
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pitchvel = FRandom[GES](10,30)*RandomPick[GES](-1,1);
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yawvel = FRandom[GES](10,30)*RandomPick[GES](-1,1);
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@ -297,72 +295,8 @@ Class BioGel : Actor
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SetStateLabel("XDeath");
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return;
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}
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FLineTraceData d;
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A_SetSize(0.1,0);
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if ( BlockingLine )
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{
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atline = BlockingLine;
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normal = (-BlockingLine.delta.y,BlockingLine.delta.x,0).unit();
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atside = 1;
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if ( !BlockingLine.sidedef[1] || (CurSector == BlockingLine.frontsector) )
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{
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atside = 0;
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normal *= -1;
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}
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Vector3 orig = (BlockingLine.v1.p.x,BlockingLine.v1.p.y,0);
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Vector3 onwall = pos-(normal dot (pos-orig))*normal;
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SetOrigin(onwall+normal*0.5,false);
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// attempt to guess line part (upper/mid/lower)
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if ( !atline.sidedef[1] ) atpart = 0; // mid
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else if ( atline.sidedef[atside?0:1].sector.ceilingplane.ZAtPoint(pos.xy) < pos.z ) atpart = 1; // upper
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else if ( atline.sidedef[atside?0:1].sector.floorplane.ZAtPoint(pos.xy) > pos.z ) atpart = -1; // lower
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else atpart = 0;
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if ( atpart == 1 )
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{
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if ( atline.flags&Line.ML_DONTPEGTOP ) atz = pos.z-atline.sidedef[atside].sector.GetPlaneTexZ(1);
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else atz = pos.z-atline.sidedef[atside?0:1].sector.GetPlaneTexZ(1);
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}
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else if ( atpart == -1 )
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{
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if ( atline.flags&Line.ML_DONTPEGBOTTOM ) atz = pos.z-atline.sidedef[atside].sector.GetPlaneTexZ(0);
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else atz = pos.z-atline.sidedef[atside?0:1].sector.GetPlaneTexZ(0);
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}
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else if ( atline.flags&Line.ML_DONTPEGBOTTOM ) atz = pos.z-atline.sidedef[atside].sector.GetPlaneTexZ(0);
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else atz = pos.z-atline.sidedef[atside].sector.GetPlaneTexZ(1);
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angle = atan2(normal.y,normal.x);
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pitch = 0;
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roll = 180; // otherwise it slides upwards (UT changes roll like this too)
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if ( waterlevel > 0 ) hittype = HIT_FLOOR;
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else hittype = HIT_WALL;
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}
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else if ( pos.z <= floorz+4 )
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{
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atsector = cursector;
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atplane = 0;
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normal = cursector.floorplane.Normal;
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pitch = asin(-normal.z);
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angle = atan2(normal.y,normal.x);
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roll = FRandom[GES](0,360);
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SetOrigin((pos.x,pos.y,floorz)+normal*0.5,false);
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atz = pos.z-cursector.GetPlaneTexZ(0);
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hittype = HIT_FLOOR;
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}
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else if ( pos.z >= ceilingz-8 )
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{
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atsector = cursector;
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atplane = 1;
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normal = cursector.ceilingplane.Normal;
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pitch = asin(-normal.z);
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angle = atan2(normal.y,normal.x);
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roll = FRandom[GES](0,360);
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SetOrigin((pos.x,pos.y,ceilingz)+normal*0.5,false);
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atz = pos.z-cursector.GetPlaneTexZ(1);
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if ( waterlevel > 0 ) hittype = HIT_FLOOR;
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else if ( normal dot (0,0,-1) > 0.7 )
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hittype = HIT_CEILING;
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else hittype = HIT_FLOOR;
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}
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else if ( tracer && tracer.bACTLIKEBRIDGE )
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if ( tracer && tracer.bACTLIKEBRIDGE )
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{
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atbridge = tracer;
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onbridge = true;
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@ -461,11 +395,77 @@ Class BioGel : Actor
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}
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}
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}
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else if ( BlockingFloor )
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{
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atsector = BlockingFloor;
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atplane = 0;
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normal = BlockingFloor.floorplane.Normal;
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pitch = asin(-normal.z);
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angle = atan2(normal.y,normal.x);
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roll = FRandom[GES](0,360);
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SetOrigin((pos.x,pos.y,floorz)+normal*0.5,false);
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atz = pos.z-BlockingFloor.GetPlaneTexZ(0);
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hittype = HIT_FLOOR;
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}
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else if ( BlockingCeiling )
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{
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atsector = BlockingCeiling;
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atplane = 1;
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normal = BlockingCeiling.ceilingplane.Normal;
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pitch = asin(-normal.z);
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angle = atan2(normal.y,normal.x);
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roll = FRandom[GES](0,360);
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SetOrigin((pos.x,pos.y,ceilingz)+normal*0.5,false);
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atz = pos.z-BlockingCeiling.GetPlaneTexZ(1);
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if ( waterlevel > 0 ) hittype = HIT_FLOOR;
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else if ( normal dot (0,0,-1) > 0.7 )
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hittype = HIT_CEILING;
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else hittype = HIT_FLOOR;
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}
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else
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if ( BlockingLine )
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{
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atline = BlockingLine;
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normal = (-BlockingLine.delta.y,BlockingLine.delta.x,0).unit();
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atside = 1;
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if ( !BlockingLine.sidedef[1] || (CurSector == BlockingLine.frontsector) )
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{
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atside = 0;
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normal *= -1;
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}
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Vector3 orig = (BlockingLine.v1.p.x,BlockingLine.v1.p.y,0);
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Vector3 onwall = pos-(normal dot (pos-orig))*normal;
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SetOrigin(onwall+normal*0.5,false);
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// attempt to guess line part (upper/mid/lower)
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if ( !atline.sidedef[1] ) atpart = 0; // mid
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else if ( atline.sidedef[atside?0:1].sector.ceilingplane.ZAtPoint(pos.xy) < pos.z ) atpart = 1; // upper
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else if ( atline.sidedef[atside?0:1].sector.floorplane.ZAtPoint(pos.xy) > pos.z ) atpart = -1; // lower
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else atpart = 0;
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if ( atpart == 1 )
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{
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if ( atline.flags&Line.ML_DONTPEGTOP ) atz = pos.z-atline.sidedef[atside].sector.GetPlaneTexZ(1);
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else atz = pos.z-atline.sidedef[atside?0:1].sector.GetPlaneTexZ(1);
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}
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else if ( atpart == -1 )
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{
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if ( atline.flags&Line.ML_DONTPEGBOTTOM ) atz = pos.z-atline.sidedef[atside].sector.GetPlaneTexZ(0);
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else atz = pos.z-atline.sidedef[atside?0:1].sector.GetPlaneTexZ(0);
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}
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else if ( atline.flags&Line.ML_DONTPEGBOTTOM ) atz = pos.z-atline.sidedef[atside].sector.GetPlaneTexZ(0);
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else atz = pos.z-atline.sidedef[atside].sector.GetPlaneTexZ(1);
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angle = atan2(normal.y,normal.x);
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pitch = 0;
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roll = 180; // otherwise it slides upwards (UT changes roll like this too)
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if ( waterlevel > 0 ) hittype = HIT_FLOOR;
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else hittype = HIT_WALL;
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}
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else
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{
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SetStateLabel("XDeath");
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return;
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}
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b = Spawn("BioHitbox",pos);
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b.target = self;
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A_PlaySound("ges/hit");
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A_SprayDecal("BioSplat",-172);
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int numpt = Min(100,int(Scale.x*10))+Random[GES](-5,5);
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