Fix long-standing visual bug with pulsegun beam (thanks, RELATIVETOFLOOR flag).
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2 changed files with 2 additions and 6 deletions
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@ -79,9 +79,3 @@ This mod requires GZDoom 3.7.0 or later.
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- Biorifle sludge doesn't handle 3d floors (especially sloped ones) properly.
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- Biorifle sludge doesn't handle 3d floors (especially sloped ones) properly.
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This is due to the unavailability of 3D floor data on ZScript and will be
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This is due to the unavailability of 3D floor data on ZScript and will be
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fixed once 3D floors are exported to scripting (still waiting on that PR)
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fixed once 3D floors are exported to scripting (still waiting on that PR)
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## Known bugs that are not this mod's fault
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- Pulse gun beams behave oddly when the player is standing on a moving floor.
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This is an interpolation quirk in GZDoom and I can probably find some hacky
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way to fix it eventually
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@ -473,6 +473,7 @@ Class PulseBolt : Actor
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}
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}
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void UpdateBeam( PulseBolt parent, Vector3 x )
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void UpdateBeam( PulseBolt parent, Vector3 x )
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{
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{
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bRELATIVETOFLOOR = parent.bRELATIVETOFLOOR;
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frame = parent.frame;
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frame = parent.frame;
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SetOrigin(parent.Vec3Offset(x.x*beamsize,x.y*beamsize,x.z*beamsize),true);
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SetOrigin(parent.Vec3Offset(x.x*beamsize,x.y*beamsize,x.z*beamsize),true);
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A_SetAngle(parent.angle);
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A_SetAngle(parent.angle);
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@ -513,6 +514,7 @@ Class StarterBolt : PulseBolt
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return;
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return;
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}
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}
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Vector3 x, y, z, origin;
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Vector3 x, y, z, origin;
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bRELATIVETOFLOOR = (target.pos.z <= target.floorz); // hack, but kinda works
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if ( target.player )
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if ( target.player )
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{
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{
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[x, y, z] = dt_Matrix4.GetAxes(target.pitch,target.angle,target.roll);
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[x, y, z] = dt_Matrix4.GetAxes(target.pitch,target.angle,target.roll);
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