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	Merge branch 'smooth_ropes' into 'next'
Smoother ropes and zoom tubes Makes rope hangs and zoom tubes suck less. Specifically, they handle corners (and vertical height changes, ala sloped rope hangs) a LOT nicer. Ported from internal. See merge request !139
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						commit
						1ec97c242a
					
				
					 1 changed files with 31 additions and 51 deletions
				
			
		
							
								
								
									
										82
									
								
								src/p_user.c
									
										
									
									
									
								
							
							
						
						
									
										82
									
								
								src/p_user.c
									
										
									
									
									
								
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			@ -7057,7 +7057,6 @@ static void P_DoZoomTube(player_t *player)
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	mobj_t *waypoint = NULL;
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	fixed_t dist;
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	boolean reverse;
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	fixed_t speedx,speedy,speedz;
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	player->mo->height = P_GetPlayerSpinHeight(player);
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			@ -7078,17 +7077,17 @@ static void P_DoZoomTube(player_t *player)
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	if (dist < 1)
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		dist = 1;
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	speedx = FixedMul(FixedDiv(player->mo->tracer->x - player->mo->x, dist), (speed));
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	speedy = FixedMul(FixedDiv(player->mo->tracer->y - player->mo->y, dist), (speed));
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	speedz = FixedMul(FixedDiv(player->mo->tracer->z - player->mo->z, dist), (speed));
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	player->mo->momx = FixedMul(FixedDiv(player->mo->tracer->x - player->mo->x, dist), (speed));
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	player->mo->momy = FixedMul(FixedDiv(player->mo->tracer->y - player->mo->y, dist), (speed));
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	player->mo->momz = FixedMul(FixedDiv(player->mo->tracer->z - player->mo->z, dist), (speed));
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	// Calculate the distance between the player and the waypoint
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	// 'dist' already equals this.
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	// Will the player be FURTHER away if the momx/momy/momz is added to
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	// his current coordinates, or closer? (shift down to fracunits to avoid approximation errors)
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	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)
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	// Will the player go past the waypoint?
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	if (speed > dist)
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	{
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		speed -= dist;
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		// If further away, set XYZ of player to waypoint location
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		P_UnsetThingPosition(player->mo);
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		player->mo->x = player->mo->tracer->x;
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			@ -7128,14 +7127,9 @@ static void P_DoZoomTube(player_t *player)
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		{
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			CONS_Debug(DBG_GAMELOGIC, "Found waypoint (sequence %d, number %d).\n", waypoint->threshold, waypoint->health);
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			// calculate MOMX/MOMY/MOMZ for next waypoint
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			// change angle
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			player->mo->angle = R_PointToAngle2(player->mo->x, player->mo->y, player->mo->tracer->x, player->mo->tracer->y);
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			P_SetTarget(&player->mo->tracer, waypoint);
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			if (player == &players[consoleplayer])
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				localangle = player->mo->angle;
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			else if (player == &players[secondarydisplayplayer])
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				localangle2 = player->mo->angle;
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			// calculate MOMX/MOMY/MOMZ for next waypoint
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			// change slope
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			dist = P_AproxDistance(P_AproxDistance(player->mo->tracer->x - player->mo->x, player->mo->tracer->y - player->mo->y), player->mo->tracer->z - player->mo->z);
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			@ -7146,22 +7140,14 @@ static void P_DoZoomTube(player_t *player)
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			player->mo->momx = FixedMul(FixedDiv(player->mo->tracer->x - player->mo->x, dist), (speed));
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			player->mo->momy = FixedMul(FixedDiv(player->mo->tracer->y - player->mo->y, dist), (speed));
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			player->mo->momz = FixedMul(FixedDiv(player->mo->tracer->z - player->mo->z, dist), (speed));
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			P_SetTarget(&player->mo->tracer, waypoint);
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		}
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		else
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		{
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			P_SetTarget(&player->mo->tracer, NULL); // Else, we just let him fly.
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			P_SetTarget(&player->mo->tracer, NULL); // Else, we just let them fly.
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			CONS_Debug(DBG_GAMELOGIC, "Next waypoint not found, releasing from track...\n");
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		}
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	}
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	else
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	{
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		player->mo->momx = speedx;
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		player->mo->momy = speedy;
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		player->mo->momz = speedz;
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	}
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	// change angle
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	if (player->mo->tracer)
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			@ -7189,24 +7175,10 @@ static void P_DoRopeHang(player_t *player)
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	mobj_t *mo2;
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	mobj_t *waypoint = NULL;
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	fixed_t dist;
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	fixed_t speedx,speedy,speedz;
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	fixed_t playerz;
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	player->mo->height = P_GetPlayerHeight(player);
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	if (player->cmd.buttons & BT_USE && !(player->pflags & PF_STASIS)) // Drop off of the rope
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	{
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		P_SetTarget(&player->mo->tracer, NULL);
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		player->pflags |= PF_JUMPED;
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		player->pflags &= ~PF_ROPEHANG;
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		if (!(player->pflags & PF_SLIDING) && (player->pflags & PF_JUMPED)
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		&& !(player->panim == PA_ROLL) && player->charability2 == CA2_SPINDASH)
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			P_SetPlayerMobjState(player->mo, S_PLAY_ATK1);
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		return;
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	}
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	// Play the 'clink' sound only if the player is moving.
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	if (!(leveltime & 7) && player->speed)
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		S_StartSound(player->mo, sfx_s3k55);
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			@ -7223,9 +7195,22 @@ static void P_DoRopeHang(player_t *player)
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	if (dist < 1)
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		dist = 1;
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	speedx = FixedMul(FixedDiv(player->mo->tracer->x - player->mo->x, dist), (speed));
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	speedy = FixedMul(FixedDiv(player->mo->tracer->y - player->mo->y, dist), (speed));
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	speedz = FixedMul(FixedDiv(player->mo->tracer->z - playerz, dist), (speed));
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	player->mo->momx = FixedMul(FixedDiv(player->mo->tracer->x - player->mo->x, dist), (speed));
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	player->mo->momy = FixedMul(FixedDiv(player->mo->tracer->y - player->mo->y, dist), (speed));
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	player->mo->momz = FixedMul(FixedDiv(player->mo->tracer->z - playerz, dist), (speed));
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	if (player->cmd.buttons & BT_USE && !(player->pflags & PF_STASIS)) // Drop off of the rope
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	{
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		P_SetTarget(&player->mo->tracer, NULL);
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		player->pflags |= PF_JUMPED;
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		player->pflags &= ~PF_ROPEHANG;
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		if (!(player->pflags & PF_SLIDING) && (player->pflags & PF_JUMPED)
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		&& !(player->panim == PA_ROLL) && player->charability2 == CA2_SPINDASH)
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			P_SetPlayerMobjState(player->mo, S_PLAY_ATK1);
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		return;
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	}
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	// If not allowed to move, we're done here.
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	if (!speed)
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			@ -7234,15 +7219,16 @@ static void P_DoRopeHang(player_t *player)
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	// Calculate the distance between the player and the waypoint
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	// 'dist' already equals this.
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	// Will the player be FURTHER away if the momx/momy/momz is added to
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	// his current coordinates, or closer? (shift down to fracunits to avoid approximation errors)
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	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 - playerz - speedz)>>FRACBITS)
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	// Will the player go past the waypoint?
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	if (speed > dist)
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	{
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		speed -= dist;
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		// If further away, set XYZ of player to waypoint location
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		P_UnsetThingPosition(player->mo);
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		player->mo->x = player->mo->tracer->x;
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		player->mo->y = player->mo->tracer->y;
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		player->mo->z = player->mo->tracer->z - player->mo->height;
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		playerz = player->mo->tracer->z;
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		P_SetThingPosition(player->mo);
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		CONS_Debug(DBG_GAMELOGIC, "Looking for next waypoint...\n");
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			@ -7298,6 +7284,8 @@ static void P_DoRopeHang(player_t *player)
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		{
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			CONS_Debug(DBG_GAMELOGIC, "Found waypoint (sequence %d, number %d).\n", waypoint->threshold, waypoint->health);
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			P_SetTarget(&player->mo->tracer, waypoint);
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			// calculate MOMX/MOMY/MOMZ for next waypoint
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			// change slope
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			dist = P_AproxDistance(P_AproxDistance(player->mo->tracer->x - player->mo->x, player->mo->tracer->y - player->mo->y), player->mo->tracer->z - playerz);
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			@ -7308,8 +7296,6 @@ static void P_DoRopeHang(player_t *player)
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			player->mo->momx = FixedMul(FixedDiv(player->mo->tracer->x - player->mo->x, dist), (speed));
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			player->mo->momy = FixedMul(FixedDiv(player->mo->tracer->y - player->mo->y, dist), (speed));
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			player->mo->momz = FixedMul(FixedDiv(player->mo->tracer->z - playerz, dist), (speed));
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			P_SetTarget(&player->mo->tracer, waypoint);
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		}
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		else
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		{
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			@ -7328,12 +7314,6 @@ static void P_DoRopeHang(player_t *player)
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			CONS_Debug(DBG_GAMELOGIC, "Next waypoint not found!\n");
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		}
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	}
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	else
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	{
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		player->mo->momx = speedx;
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		player->mo->momy = speedy;
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		player->mo->momz = speedz;
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	}
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}
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#if 0
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