Fixed my mistake with static rope hangs.

Also, the same smoothness changes have been ported over to zoom tubes!
This commit is contained in:
toasterbabe 2016-09-24 00:37:18 +01:00
parent e16648a72b
commit 1de32b3dac
3 changed files with 20 additions and 24 deletions

View file

@ -4000,7 +4000,7 @@ static void P_PlayerMobjThinker(mobj_t *mobj)
// Zoom tube // Zoom tube
if (mobj->tracer) if (mobj->tracer)
{ {
if (mobj->player->powers[pw_carry] == CR_ZOOMTUBE) if (mobj->player->powers[pw_carry] == CR_ZOOMTUBE || mobj->player->powers[pw_carry] == CR_ROPEHANG)
{ {
P_UnsetThingPosition(mobj); P_UnsetThingPosition(mobj);
mobj->x += mobj->momx; mobj->x += mobj->momx;

View file

@ -4315,8 +4315,6 @@ DoneSection2:
else else
player->speed = speed; player->speed = speed;
player->powers[pw_carry] = CR_ROPEHANG;
S_StartSound(player->mo, sfx_s3k4a); S_StartSound(player->mo, sfx_s3k4a);
player->pflags &= ~PF_JUMPED; player->pflags &= ~PF_JUMPED;

View file

@ -7178,10 +7178,19 @@ static void P_DoZoomTube(player_t *player)
// Calculate the distance between the player and the waypoint // Calculate the distance between the player and the waypoint
// 'dist' already equals this. // 'dist' already equals this.
// Will the player be FURTHER away if the momx/momy/momz is added to // Will the player go past the waypoint?
// his current coordinates, or closer? (shift down to fracunits to avoid approximation errors) if (speed && (
if (dist>>FRACBITS <= P_AproxDistance(P_AproxDistance(player->mo->tracer->x - player->mo->x - speedx, player->mo->tracer->y - player->mo->y - speedy), player->mo->tracer->z - player->mo->z - speedz)>>FRACBITS) ((speedx || speedy)
&& (R_PointToAngle2(player->mo->x, player->mo->y, player->mo->tracer->x, player->mo->tracer->y)
- R_PointToAngle2(player->mo->x + speedx, player->mo->y + speedy, player->mo->tracer->x, player->mo->tracer->y)) > ANG1)
|| ((speedz)
&& ((player->mo->z - player->mo->tracer->z) > 0) != ((player->mo->z + speedz - player->mo->tracer->z) > 0))
))
{ {
if (speed > dist)
speed -= dist;
else
speed = 0;
// If further away, set XYZ of player to waypoint location // If further away, set XYZ of player to waypoint location
P_UnsetThingPosition(player->mo); P_UnsetThingPosition(player->mo);
player->mo->x = player->mo->tracer->x; player->mo->x = player->mo->tracer->x;
@ -7221,6 +7230,8 @@ static void P_DoZoomTube(player_t *player)
{ {
CONS_Debug(DBG_GAMELOGIC, "Found waypoint (sequence %d, number %d).\n", waypoint->threshold, waypoint->health); CONS_Debug(DBG_GAMELOGIC, "Found waypoint (sequence %d, number %d).\n", waypoint->threshold, waypoint->health);
P_SetTarget(&player->mo->tracer, waypoint);
// calculate MOMX/MOMY/MOMZ for next waypoint // calculate MOMX/MOMY/MOMZ for next waypoint
// change angle // change angle
player->mo->angle = R_PointToAngle2(player->mo->x, player->mo->y, player->mo->tracer->x, player->mo->tracer->y); player->mo->angle = R_PointToAngle2(player->mo->x, player->mo->y, player->mo->tracer->x, player->mo->tracer->y);
@ -7239,8 +7250,6 @@ static void P_DoZoomTube(player_t *player)
player->mo->momx = FixedMul(FixedDiv(player->mo->tracer->x - player->mo->x, dist), (speed)); player->mo->momx = FixedMul(FixedDiv(player->mo->tracer->x - player->mo->x, dist), (speed));
player->mo->momy = FixedMul(FixedDiv(player->mo->tracer->y - player->mo->y, dist), (speed)); player->mo->momy = FixedMul(FixedDiv(player->mo->tracer->y - player->mo->y, dist), (speed));
player->mo->momz = FixedMul(FixedDiv(player->mo->tracer->z - player->mo->z, dist), (speed)); player->mo->momz = FixedMul(FixedDiv(player->mo->tracer->z - player->mo->z, dist), (speed));
P_SetTarget(&player->mo->tracer, waypoint);
} }
else else
{ {
@ -7256,17 +7265,6 @@ static void P_DoZoomTube(player_t *player)
player->mo->momy = speedy; player->mo->momy = speedy;
player->mo->momz = speedz; player->mo->momz = speedz;
} }
// change angle
if (player->mo->tracer)
{
player->mo->angle = R_PointToAngle2(player->mo->x, player->mo->y, player->mo->tracer->x, player->mo->tracer->y);
if (player == &players[consoleplayer])
localangle = player->mo->angle;
else if (player == &players[secondarydisplayplayer])
localangle2 = player->mo->angle;
}
} }
// //
@ -7311,10 +7309,6 @@ static void P_DoRopeHang(player_t *player)
sequence = player->mo->tracer->threshold; sequence = player->mo->tracer->threshold;
// If not allowed to move, we're done here.
if (!speed)
return;
// change slope // change slope
dist = P_AproxDistance(P_AproxDistance(player->mo->tracer->x - player->mo->x, player->mo->tracer->y - player->mo->y), player->mo->tracer->z - playerz); dist = P_AproxDistance(P_AproxDistance(player->mo->tracer->x - player->mo->x, player->mo->tracer->y - player->mo->y), player->mo->tracer->z - playerz);
@ -7325,6 +7319,10 @@ static void P_DoRopeHang(player_t *player)
speedy = FixedMul(FixedDiv(player->mo->tracer->y - player->mo->y, dist), (speed)); speedy = FixedMul(FixedDiv(player->mo->tracer->y - player->mo->y, dist), (speed));
speedz = FixedMul(FixedDiv(player->mo->tracer->z - playerz, dist), (speed)); speedz = FixedMul(FixedDiv(player->mo->tracer->z - playerz, dist), (speed));
// If not allowed to move, we're done here.
if (!speed)
return;
// Calculate the distance between the player and the waypoint // Calculate the distance between the player and the waypoint
// 'dist' already equals this. // 'dist' already equals this.
@ -9006,7 +9004,7 @@ void P_PlayerThink(player_t *player)
P_SetPlayerMobjState(player->mo, S_PLAY_RIDE); P_SetPlayerMobjState(player->mo, S_PLAY_RIDE);
P_DoJumpStuff(player, &player->cmd); P_DoJumpStuff(player, &player->cmd);
} }
else if (player->powers[pw_carry] == CR_ZOOMTUBE) else //if (player->powers[pw_carry] == CR_ZOOMTUBE)
{ {
P_DoZoomTube(player); P_DoZoomTube(player);
if (!(player->panim == PA_ROLL)) if (!(player->panim == PA_ROLL))