- Finally has the right idea how to restore Doom's original clipping of projectiles
against decorations without breaking anything newer: Added a new 'projectilepassheight' property that defines an alternative height that is only used when checking a projectile's movement against this actor. If the value is positive it is used regardless of other settings, if it is negative, its absolute will be used if a new compatibility option is enabled and if it is 0 the normal height will be used. SVN r1253 (trunk)
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13 changed files with 80 additions and 2 deletions
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@ -745,8 +745,24 @@ bool PIT_CheckThing (AActor *thing, FCheckPosition &tm)
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{
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return true;
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}
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int clipheight;
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if (thing->projectilepassheight > 0)
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{
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clipheight = thing->projectilepassheight;
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}
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else if (thing->projectilepassheight < 0 && (i_compatflags & COMPATF_MISSILECLIP))
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{
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clipheight = -thing->projectilepassheight;
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}
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else
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{
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clipheight = thing->height;
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}
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// Check if it went over / under
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if (tm.thing->z > thing->z + thing->height)
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if (tm.thing->z > thing->z + clipheight)
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{ // Over thing
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return true;
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}
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