- 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
commit
0948448988
7 changed files with 35 additions and 84 deletions
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@ -440,7 +440,7 @@ void P_PlayerInSpecialSector (player_t *player, sector_t * sector)
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{
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// Falling, not all the way down yet?
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sector = player->mo->Sector;
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if (player->mo->Z() != sector->floorplane.ZatPoint(player->mo)
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if (player->mo->Z() != sector->LowestFloorAt(player->mo)
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&& !player->mo->waterlevel)
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{
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return;
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@ -480,7 +480,7 @@ void P_PlayerInSpecialSector (player_t *player, sector_t * sector)
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}
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if (sector->Flags & SECF_DMGTERRAINFX)
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{
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P_HitWater(player->mo, sector, INT_MIN, INT_MIN, INT_MIN, false, true, true);
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P_HitWater(player->mo, player->mo->Sector, INT_MIN, INT_MIN, INT_MIN, false, true, true);
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}
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}
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}
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@ -2299,6 +2299,7 @@ void DPusher::Tick ()
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continue;
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sector_t *hsec = sec->GetHeightSec();
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fixedvec2 pos = thing->PosRelative(sec);
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if (m_Type == p_wind)
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{
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if (hsec == NULL)
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@ -2316,7 +2317,7 @@ void DPusher::Tick ()
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}
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else // special water sector
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{
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ht = hsec->floorplane.ZatPoint(thing);
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ht = hsec->floorplane.ZatPoint(pos);
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if (thing->Z() > ht) // above ground
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{
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xspeed = m_Xmag; // full force
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@ -2345,7 +2346,7 @@ void DPusher::Tick ()
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{ // special water sector
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floor = &hsec->floorplane;
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}
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if (thing->Z() > floor->ZatPoint(thing))
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if (thing->Z() > floor->ZatPoint(pos))
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{ // above ground
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xspeed = yspeed = 0; // no force
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}
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