Merge branch 'insaneAsylumGremlin' into 'master'

Add workaround for gremlin'd wall collisions

See merge request kart-krew-dev/ring-racers!35
This commit is contained in:
Eidolon 2025-09-30 17:05:35 -05:00
commit 8bf15ef6f1
2 changed files with 59 additions and 23 deletions

View file

@ -4104,8 +4104,6 @@ papercollision:
static void P_BouncePlayerMove(mobj_t *mo, TryMoveResult_t *result)
{
extern consvar_t cv_showgremlins;
fixed_t mmomx = 0, mmomy = 0;
fixed_t oldmomx = mo->momx, oldmomy = mo->momy;
@ -4130,24 +4128,6 @@ static void P_BouncePlayerMove(mobj_t *mo, TryMoveResult_t *result)
slidemo = mo;
bestslideline = result->line;
if (bestslideline == NULL && cv_showgremlins.value)
{
// debug
mobj_t*x = P_SpawnMobj(mo->x, mo->y, mo->z, MT_THOK);
x->frame = FF_FULLBRIGHT | FF_ADD;
x->renderflags = RF_ALWAYSONTOP;
x->color = SKINCOLOR_RED;
CONS_Printf(
"GREMLIN: leveltime=%u x=%f y=%f z=%f angle=%f\n",
leveltime,
FixedToFloat(mo->x),
FixedToFloat(mo->y),
FixedToFloat(mo->z),
AngleToFloat(R_PointToAngle2(0, 0, oldmomx, oldmomy))
);
}
if (mo->health <= 0)
{
tmxmove = mo->momx;

View file

@ -15,6 +15,8 @@
#include "p_sweep.hpp"
#include "p_local.h"
#include "g_demo.h"
#include "r_main.h"
namespace
{
@ -30,6 +32,8 @@ void P_TestLine(line_t* ld)
line_t* P_SweepTestLines(fixed_t ax, fixed_t ay, fixed_t bx, fixed_t by, fixed_t r, vector2_t* return_normal)
{
extern consvar_t cv_showgremlins;
using namespace srb2::math;
using namespace srb2::sweep;
@ -60,13 +64,65 @@ line_t* P_SweepTestLines(fixed_t ax, fixed_t ay, fixed_t bx, fixed_t by, fixed_t
}
}
g_lines.clear();
if (!collision)
{
return nullptr;
line_t *line = nullptr;
if (!g_lines.empty() && !G_CompatLevel(0x000E))
{
// FIXME: This condition is a failsafe!
// SlopeAABBvsLine::vs_slope can sometimes report
// no collision despite P_CheckPosition saying otherwise.
// (Generally related to infinitesimal numbers or overflows.)
// When it reports no collision, that means no line and
// no normals to base the collision off of.
// Here we provide the last line checked and normals based on
// the line and the player's momentum angle.
// But the proper fix would be to make vs_slope work!!
line = g_lines.back();
angle_t lineangle = line->angle;
angle_t mobjangle = R_PointToAngle2(ax, ay, bx, by);
angle_t diff = lineangle - mobjangle;
lineangle += diff > ANGLE_180 ? -ANGLE_90 : ANGLE_90;
return_normal->x = FINECOSINE((lineangle >> ANGLETOFINESHIFT) & FINEMASK);
return_normal->y = FINESINE((lineangle >> ANGLETOFINESHIFT) & FINEMASK);
// Moving the gremlin debug here so that it
// still fires even when the workaround is used.
if (cv_showgremlins.value)
{
mobj_t *mo = g_tm.thing;
if (mo)
{
mobj_t *x = P_SpawnMobj(mo->x, mo->y, mo->z, MT_THOK);
x->frame = FF_FULLBRIGHT | FF_ADD;
x->renderflags = RF_ALWAYSONTOP;
x->color = SKINCOLOR_RED;
CONS_Printf(
"GREMLIN: leveltime=%u x=%f y=%f z=%f momx=%f momy=%f momz=%f\n",
leveltime,
FixedToFloat(mo->x),
FixedToFloat(mo->y),
FixedToFloat(mo->z),
FixedToFloat(mo->momx),
FixedToFloat(mo->momy),
FixedToFloat(mo->momz)
);
}
}
}
g_lines.clear();
return line;
}
g_lines.clear();
return_normal->x = Fixed {collision->normal.x};
return_normal->y = Fixed {collision->normal.y};