Rewrote the fix to:

- be comprehensive (still allow rain to be heard against the topleft corner, not just the bottomright corner)
- not use volatile (now uses INT64)
- not perform this pointinsubsector search if the map has no rain/thunder (yes I tested EHZ with this check dummied out so this bug won't crop up again later)
This commit is contained in:
toaster 2022-01-16 20:57:56 +00:00 committed by SinnamonLat
parent 9c725a0e42
commit 31255a8cf9

View file

@ -10486,6 +10486,8 @@ void P_PrecipitationEffects(void)
boolean effects_lightning = (precipprops[curWeather].effects & PRECIPFX_LIGHTNING); boolean effects_lightning = (precipprops[curWeather].effects & PRECIPFX_LIGHTNING);
boolean lightningStrike = false; boolean lightningStrike = false;
boolean sounds_rain = (rainsfx != sfx_None && (!leveltime || leveltime % rainfreq == 1));
// No thunder except every other tic. // No thunder except every other tic.
if (!(leveltime & 1)) if (!(leveltime & 1))
{ {
@ -10530,30 +10532,48 @@ void P_PrecipitationEffects(void)
if (sound_disabled) if (sound_disabled)
return; // Sound off? D'aw, no fun. return; // Sound off? D'aw, no fun.
if (!sounds_rain && !sounds_thunder)
return; // no need to calculate volume at ALL
if (players[g_localplayers[0]].mo->subsector->sector->ceilingpic == skyflatnum) if (players[g_localplayers[0]].mo->subsector->sector->ceilingpic == skyflatnum)
volume = 255; // Sky above? We get it full blast. volume = 255; // Sky above? We get it full blast.
else else
{ {
/* GCC is optimizing away y >= yl, FUCK YOU */ INT64 x, y, yl, yh, xl, xh;
volatile fixed_t x, y, yl, yh, xl, xh;
fixed_t closedist, newdist; fixed_t closedist, newdist;
// Essentially check in a 1024 unit radius of the player for an outdoor area. // Essentially check in a 1024 unit radius of the player for an outdoor area.
yl = players[g_localplayers[0]].mo->y - 1024*FRACUNIT; #define RADIUSSTEP (64*FRACUNIT)
yh = players[g_localplayers[0]].mo->y + 1024*FRACUNIT; #define SEARCHRADIUS (16*RADIUSSTEP)
xl = players[g_localplayers[0]].mo->x - 1024*FRACUNIT; yl = yh = players[g_localplayers[0]].mo->y;
xh = players[g_localplayers[0]].mo->x + 1024*FRACUNIT; yl -= SEARCHRADIUS;
closedist = 2048*FRACUNIT; while (yl < INT32_MIN)
for (y = yl; y >= yl && y <= yh; y += FRACUNIT*64) yl += RADIUSSTEP;
for (x = xl; x >= xl && x <= xh; x += FRACUNIT*64) yh += SEARCHRADIUS;
while (yh > INT32_MAX)
yh -= RADIUSSTEP;
xl = xh = players[g_localplayers[0]].mo->x;
xl -= SEARCHRADIUS;
while (xl < INT32_MIN)
xl += RADIUSSTEP;
xh += SEARCHRADIUS;
while (xh > INT32_MAX)
xh -= RADIUSSTEP;
closedist = SEARCHRADIUS*2;
#undef SEARCHRADIUS
for (y = yl; y <= yh; y += RADIUSSTEP)
for (x = xl; x <= xh; x += RADIUSSTEP)
{ {
if (R_PointInSubsector(x, y)->sector->ceilingpic == skyflatnum) // Found the outdoors! if (R_PointInSubsector((fixed_t)x, (fixed_t)y)->sector->ceilingpic == skyflatnum) // Found the outdoors!
{ {
newdist = S_CalculateSoundDistance(players[g_localplayers[0]].mo->x, players[g_localplayers[0]].mo->y, 0, x, y, 0); newdist = S_CalculateSoundDistance(players[g_localplayers[0]].mo->x, players[g_localplayers[0]].mo->y, 0, (fixed_t)x, (fixed_t)y, 0);
if (newdist < closedist) if (newdist < closedist)
closedist = newdist; closedist = newdist;
} }
} }
#undef RADIUSSTEP
volume = 255 - (closedist>>(FRACBITS+2)); volume = 255 - (closedist>>(FRACBITS+2));
} }
@ -10563,7 +10583,7 @@ void P_PrecipitationEffects(void)
else if (volume > 255) else if (volume > 255)
volume = 255; volume = 255;
if (rainsfx != sfx_None && (!leveltime || leveltime % rainfreq == 1)) if (sounds_rain)
S_StartSoundAtVolume(players[g_localplayers[0]].mo, rainsfx, volume); S_StartSoundAtVolume(players[g_localplayers[0]].mo, rainsfx, volume);
if (!sounds_thunder) if (!sounds_thunder)