- Make floatbobbing a purely cosmetic effect that does not alter an actor's real position in the world.

SVN r3744 (trunk)
This commit is contained in:
Randy Heit 2012-07-06 03:42:03 +00:00
commit 5e2b4bddda
4 changed files with 16 additions and 53 deletions

View file

@ -2168,10 +2168,7 @@ void P_ZMovement (AActor *mo, fixed_t oldfloorz)
mo->player->deltaviewheight = mo->player->GetDeltaViewHeight();
}
if (!(mo->flags2 & MF2_FLOATBOB))
{
mo->z += mo->velz;
}
mo->z += mo->velz;
//
// apply gravity
@ -2252,11 +2249,6 @@ void P_ZMovement (AActor *mo, fixed_t oldfloorz)
}
}
if (mo->flags2 & MF2_FLOATBOB)
{
mo->z += mo->velz;
}
//
// adjust height
//
@ -3368,14 +3360,7 @@ void AActor::Tick ()
}
}
if (flags2 & MF2_FLOATBOB)
{ // Floating item bobbing motion
z += FloatBobDiffs[(FloatBobPhase + level.maptime) & 63];
}
if (velz || BlockingMobj ||
(z != floorz && (!(flags2 & MF2_FLOATBOB) ||
(z - FloatBobOffsets[(FloatBobPhase + level.maptime) & 63] != floorz)
)))
if (velz || BlockingMobj || z != floorz)
{ // Handle Z velocity and gravity
if (((flags2 & MF2_PASSMOBJ) || (flags & MF_SPECIAL)) && !(i_compatflags & COMPATF_NO_PASSMOBJ))
{
@ -3808,11 +3793,7 @@ AActor *AActor::StaticSpawn (const PClass *type, fixed_t ix, fixed_t iy, fixed_t
actor->SpawnPoint[2] = (actor->z - actor->floorz);
}
if (actor->flags2 & MF2_FLOATBOB)
{ // Prime the bobber
actor->FloatBobPhase = rng();
actor->z += FloatBobOffsets[(actor->FloatBobPhase + level.maptime - 1) & 63];
}
actor->FloatBobPhase = rng(); // Don't make everything bob in sync
if (actor->flags2 & MF2_FLOORCLIP)
{
actor->AdjustFloorClip ();
@ -4967,7 +4948,7 @@ int P_GetThingFloorType (AActor *thing)
bool P_HitWater (AActor * thing, sector_t * sec, fixed_t x, fixed_t y, fixed_t z, bool checkabove, bool alert)
{
if (thing->flags2 & MF2_FLOATBOB || thing->flags3 & MF3_DONTSPLASH)
if (thing->flags3 & MF3_DONTSPLASH)
return false;
if (thing->player && (thing->player->cheats & CF_PREDICTING))
@ -5128,7 +5109,7 @@ bool P_HitFloor (AActor *thing)
return false;
}
if (thing->flags2 & MF2_FLOATBOB || thing->flags3 & MF3_DONTSPLASH)
if (thing->flags3 & MF3_DONTSPLASH)
return false;
// don't splash if landing on the edge above water/lava/etc....