Fully fix drop shadows

It used the thing's floorz / ceilingz directly -- that wouldn't account for interpolated coordinates.
This commit is contained in:
Sally Coolatta 2021-12-25 02:07:56 -05:00 committed by SinnamonLat
parent 6b84557b78
commit 0adea2279b

View file

@ -1152,14 +1152,17 @@ fixed_t R_GetShadowZ(
mobj_t *thing, pslope_t **shadowslope, mobj_t *thing, pslope_t **shadowslope,
fixed_t interpx, fixed_t interpy, fixed_t interpz) fixed_t interpx, fixed_t interpy, fixed_t interpz)
{ {
fixed_t halfHeight = interpz + (thing->height >> 1);
boolean isflipped = thing->eflags & MFE_VERTICALFLIP; boolean isflipped = thing->eflags & MFE_VERTICALFLIP;
fixed_t floorz = P_GetFloorZ(thing, thing->subsector->sector, interpx, interpy, NULL);
fixed_t ceilingz = P_GetCeilingZ(thing, thing->subsector->sector, interpx, interpy, NULL);
fixed_t z, groundz = isflipped ? INT32_MAX : INT32_MIN; fixed_t z, groundz = isflipped ? INT32_MAX : INT32_MIN;
pslope_t *slope, *groundslope = NULL; pslope_t *slope, *groundslope = NULL;
msecnode_t *node; msecnode_t *node;
sector_t *sector; sector_t *sector;
ffloor_t *rover; ffloor_t *rover;
#define CHECKZ (isflipped ? z > interpz+thing->height/2 && z < groundz : z < interpz+thing->height/2 && z > groundz) #define CHECKZ (isflipped ? z > halfHeight && z < groundz : z < halfHeight && z > groundz)
for (node = thing->touching_sectorlist; node; node = node->m_sectorlist_next) for (node = thing->touching_sectorlist; node; node = node->m_sectorlist_next)
{ {
@ -1194,10 +1197,10 @@ fixed_t R_GetShadowZ(
} }
} }
if (isflipped ? (thing->ceilingz < groundz - (!groundslope ? 0 : FixedMul(abs(groundslope->zdelta), thing->radius*3/2))) if (isflipped ? (ceilingz < groundz - (!groundslope ? 0 : FixedMul(abs(groundslope->zdelta), thing->radius*3/2)))
: (thing->floorz > groundz + (!groundslope ? 0 : FixedMul(abs(groundslope->zdelta), thing->radius*3/2)))) : (floorz > groundz + (!groundslope ? 0 : FixedMul(abs(groundslope->zdelta), thing->radius*3/2))))
{ {
groundz = isflipped ? thing->ceilingz : thing->floorz; groundz = isflipped ? ceilingz : floorz;
groundslope = NULL; groundslope = NULL;
} }
@ -1208,10 +1211,10 @@ fixed_t R_GetShadowZ(
{ {
INT32 xl, xh, yl, yh, bx, by; INT32 xl, xh, yl, yh, bx, by;
xl = (unsigned)(thing->x - thing->radius - bmaporgx)>>MAPBLOCKSHIFT; xl = (unsigned)(interpx - thing->radius - bmaporgx)>>MAPBLOCKSHIFT;
xh = (unsigned)(thing->x + thing->radius - bmaporgx)>>MAPBLOCKSHIFT; xh = (unsigned)(interpx + thing->radius - bmaporgx)>>MAPBLOCKSHIFT;
yl = (unsigned)(thing->y - thing->radius - bmaporgy)>>MAPBLOCKSHIFT; yl = (unsigned)(interpy - thing->radius - bmaporgy)>>MAPBLOCKSHIFT;
yh = (unsigned)(thing->y + thing->radius - bmaporgy)>>MAPBLOCKSHIFT; yh = (unsigned)(interpy + thing->radius - bmaporgy)>>MAPBLOCKSHIFT;
BMBOUNDFIX(xl, xh, yl, yh); BMBOUNDFIX(xl, xh, yl, yh);
@ -1248,7 +1251,7 @@ fixed_t R_GetShadowZ(
// We're inside it! Yess... // We're inside it! Yess...
z = po->lines[0]->backsector->ceilingheight; z = po->lines[0]->backsector->ceilingheight;
if (z < thing->z+thing->height/2 && z > groundz) if (z < halfHeight && z > groundz)
{ {
groundz = z; groundz = z;
groundslope = NULL; groundslope = NULL;