- some more checking and refactoring of ZatPoint calls.
- removed Plane/Floor/CeilingAtPoint functions because they are overkill for the problem they were meant to solve. Calling ZatPoint with adjusted coordinates created with AActor::PosRelative is just as easy in the few places where this is needed. - made P_HitWater and P_CheckSplash portal aware.
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fd7e6ae604
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0948448988
7 changed files with 35 additions and 84 deletions
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@ -2186,7 +2186,7 @@ explode:
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if (tm.ceilingline &&
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tm.ceilingline->backsector &&
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tm.ceilingline->backsector->GetTexture(sector_t::ceiling) == skyflatnum &&
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mo->Z() >= tm.ceilingline->backsector->ceilingplane.ZatPoint(mo))
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mo->Z() >= tm.ceilingline->backsector->ceilingplane.ZatPoint(mo->PosRelative(tm.ceilingline)))
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{
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// Hack to prevent missiles exploding against the sky.
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// Does not handle sky floors.
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@ -3640,7 +3640,8 @@ void AActor::Tick ()
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{
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continue;
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}
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height = sec->floorplane.ZatPoint (this);
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fixedvec3 pos = PosRelative(sec);
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height = sec->floorplane.ZatPoint (pos);
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if (Z() > height)
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{
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if (heightsec == NULL)
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@ -3648,7 +3649,7 @@ void AActor::Tick ()
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continue;
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}
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waterheight = heightsec->floorplane.ZatPoint (this);
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waterheight = heightsec->floorplane.ZatPoint (pos);
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if (waterheight > height && Z() >= waterheight)
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{
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continue;
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@ -3689,7 +3690,7 @@ void AActor::Tick ()
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floorplane = P_FindFloorPlane(floorsector, X(), Y(), floorz);
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if (floorplane.c < STEEPSLOPE &&
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floorplane.ZatPoint (this) <= floorz)
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floorplane.ZatPoint (PosRelative(floorsector)) <= floorz)
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{
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const msecnode_t *node;
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bool dopush = true;
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@ -3701,7 +3702,7 @@ void AActor::Tick ()
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const sector_t *sec = node->m_sector;
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if (sec->floorplane.c >= STEEPSLOPE)
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{
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if (floorplane.ZatPoint (this) >= Z() - MaxStepHeight)
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if (floorplane.ZatPoint (PosRelative(node->m_sector)) >= Z() - MaxStepHeight)
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{
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dopush = false;
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break;
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@ -4171,6 +4172,8 @@ AActor *AActor::StaticSpawn (PClassActor *type, fixed_t ix, fixed_t iy, fixed_t
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// z-coordinate.
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if (!SpawningMapThing)
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{
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actor->ceilingz = actor->Sector->HighestCeilingAt(actor, &actor->ceilingsector);
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actor->dropoffz = actor->floorz = actor->Sector->LowestFloorAt(actor, &actor->floorsector);
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P_FindFloorCeiling(actor, FFCF_ONLYSPAWNPOS);
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}
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else
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@ -4477,15 +4480,16 @@ void AActor::AdjustFloorClip ()
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const msecnode_t *m;
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// possibly standing on a 3D-floor
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if (Sector->e->XFloor.ffloors.Size() && Z()>Sector->floorplane.ZatPoint(this)) floorclip=0;
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if (Sector->e->XFloor.ffloors.Size() && Z() > Sector->floorplane.ZatPoint(this)) floorclip = 0;
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// [RH] clip based on shallowest floor player is standing on
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// If the sector has a deep water effect, then let that effect
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// do the floorclipping instead of the terrain type.
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for (m = touching_sectorlist; m; m = m->m_tnext)
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{
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fixedvec3 pos = PosRelative(m->m_sector);
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sector_t *hsec = m->m_sector->GetHeightSec();
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if (hsec == NULL && m->m_sector->floorplane.ZatPoint (this) == Z())
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if (hsec == NULL && m->m_sector->floorplane.ZatPoint (pos) == Z())
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{
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fixed_t clip = Terrains[m->m_sector->GetTerrain(sector_t::floor)].FootClip;
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if (clip < shallowestclip)
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@ -5523,9 +5527,9 @@ bool P_HitWater (AActor * thing, sector_t * sec, fixed_t x, fixed_t y, fixed_t z
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fixed_t planez = rover->top.plane->ZatPoint(x, y);
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if (z > planez - FRACUNIT / 2 && z < planez + FRACUNIT / 2) // allow minor imprecisions
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{
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if (rover->flags & (FF_SOLID | FF_SWIMMABLE))
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if (rover->flags & (FF_SOLID | FF_SWIMMABLE))
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{
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terrainnum = rover->model->GetTerrain(rover->top.isceiling);
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terrainnum = rover->model->GetTerrain(rover->top.isceiling);
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goto foundone;
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}
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}
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@ -5638,9 +5642,11 @@ bool P_HitFloor (AActor *thing)
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return false;
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// don't splash if landing on the edge above water/lava/etc....
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fixedvec3 pos;
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for (m = thing->touching_sectorlist; m; m = m->m_tnext)
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{
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if (thing->Z() == m->m_sector->floorplane.ZatPoint(thing))
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pos = thing->PosRelative(m->m_sector);
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if (thing->Z() == m->m_sector->floorplane.ZatPoint(pos.x, pos.y))
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{
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break;
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}
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@ -5652,9 +5658,9 @@ bool P_HitFloor (AActor *thing)
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if (!(rover->flags & FF_EXISTS)) continue;
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if (rover->flags & (FF_SOLID|FF_SWIMMABLE))
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{
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if (rover->top.plane->ZatPoint(thing) == thing->Z())
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if (rover->top.plane->ZatPoint(pos.x, pos.y) == thing->Z())
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{
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return P_HitWater (thing, m->m_sector);
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return P_HitWater (thing, m->m_sector, pos.x, pos.y, pos.z);
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}
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}
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}
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@ -5664,7 +5670,7 @@ bool P_HitFloor (AActor *thing)
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return false;
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}
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return P_HitWater (thing, m->m_sector);
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return P_HitWater (thing, m->m_sector, pos.x, pos.y, pos.z);
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}
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//---------------------------------------------------------------------------
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@ -5677,12 +5683,15 @@ bool P_HitFloor (AActor *thing)
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void P_CheckSplash(AActor *self, fixed_t distance)
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{
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if (self->Z() <= self->floorz + (distance<<FRACBITS) && self->floorsector == self->Sector && self->Sector->GetHeightSec() == NULL)
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sector_t *floorsec;
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self->Sector->LowestFloorAt(self, &floorsec);
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if (self->Z() <= self->floorz + (distance<<FRACBITS) && self->floorsector == floorsec && self->Sector->GetHeightSec() == NULL && floorsec->heightsec == NULL)
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{
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// Explosion splashes never alert monsters. This is because A_Explode has
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// a separate parameter for that so this would get in the way of proper
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// behavior.
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P_HitWater (self, self->Sector, self->X(), self->Y(), self->floorz, false, false);
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fixedvec3 pos = self->PosRelative(floorsec);
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P_HitWater (self, floorsec, pos.x, pos.y, self->floorz, false, false);
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}
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}
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