mirror of
https://github.com/KartKrewDev/RingRacers.git
synced 2025-10-30 08:01:28 +00:00
Merge branch 'special-sector-tweak' into 'master'
Fix step-up on stairs for other objects (Orbinaut VS Toxic Palace Stairs) See merge request KartKrew/Kart!201
This commit is contained in:
commit
b13ebd6d15
8 changed files with 114 additions and 116 deletions
27
src/k_kart.c
27
src/k_kart.c
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@ -1533,20 +1533,16 @@ void K_KartBouncing(mobj_t *mobj1, mobj_t *mobj2, boolean bounce, boolean solid)
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\return boolean
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*/
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static UINT8 K_CheckOffroadCollide(mobj_t *mo, sector_t *sec)
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static UINT8 K_CheckOffroadCollide(mobj_t *mo)
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{
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UINT8 i;
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sector_t *sec2;
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I_Assert(mo != NULL);
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I_Assert(!P_MobjWasRemoved(mo));
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sec2 = P_ThingOnSpecial3DFloor(mo);
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for (i = 2; i < 5; i++)
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{
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if ((sec2 && GETSECSPECIAL(sec2->special, 1) == i)
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|| (P_IsObjectOnRealGround(mo, sec) && GETSECSPECIAL(sec->special, 1) == i))
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if (P_MobjTouchingSectorSpecial(mo, 1, i, true))
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return i-1;
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}
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@ -1561,25 +1557,16 @@ static UINT8 K_CheckOffroadCollide(mobj_t *mo, sector_t *sec)
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*/
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static void K_UpdateOffroad(player_t *player)
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{
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fixed_t offroad;
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sector_t *nextsector = R_PointInSubsector(
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player->mo->x + player->mo->momx*2, player->mo->y + player->mo->momy*2)->sector;
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UINT8 offroadstrength = K_CheckOffroadCollide(player->mo, nextsector);
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fixed_t offroadstrength = (K_CheckOffroadCollide(player->mo) << FRACBITS);
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// If you are in offroad, a timer starts.
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if (offroadstrength)
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{
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if (K_CheckOffroadCollide(player->mo, player->mo->subsector->sector) && player->kartstuff[k_offroad] == 0)
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player->kartstuff[k_offroad] = TICRATE;
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if (player->kartstuff[k_offroad] < offroadstrength)
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player->kartstuff[k_offroad] += offroadstrength / TICRATE;
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if (player->kartstuff[k_offroad] > 0)
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{
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offroad = (offroadstrength << FRACBITS) / TICRATE;
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player->kartstuff[k_offroad] += offroad;
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}
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if (player->kartstuff[k_offroad] > (offroadstrength << FRACBITS))
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player->kartstuff[k_offroad] = (offroadstrength << FRACBITS);
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if (player->kartstuff[k_offroad] > offroadstrength)
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player->kartstuff[k_offroad] = offroadstrength;
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}
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else
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player->kartstuff[k_offroad] = 0;
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@ -1313,15 +1313,16 @@ static int lib_pExplodeMissile(lua_State *L)
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return 0;
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}
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static int lib_pPlayerTouchingSectorSpecial(lua_State *L)
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static int lib_pMobjTouchingSectorSpecial(lua_State *L)
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{
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player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
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mobj_t *mo = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
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INT32 section = (INT32)luaL_checkinteger(L, 2);
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INT32 number = (INT32)luaL_checkinteger(L, 3);
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boolean touchground = lua_optboolean(L, 4);
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//HUDSAFE
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if (!player)
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return LUA_ErrInvalid(L, "player_t");
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LUA_PushUserdata(L, P_PlayerTouchingSectorSpecial(player, section, number), META_SECTOR);
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if (!mo)
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return LUA_ErrInvalid(L, "mobj_t");
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LUA_PushUserdata(L, P_MobjTouchingSectorSpecial(mo, section, number, touchground), META_SECTOR);
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return 1;
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}
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@ -2736,7 +2737,7 @@ static luaL_Reg lib[] = {
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{"P_SetMobjStateNF",lib_pSetMobjStateNF},
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{"P_DoSuperTransformation",lib_pDoSuperTransformation},
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{"P_ExplodeMissile",lib_pExplodeMissile},
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{"P_PlayerTouchingSectorSpecial",lib_pPlayerTouchingSectorSpecial},
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{"P_MobjTouchingSectorSpecial",lib_pMobjTouchingSectorSpecial},
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{"P_FindSpecialLineFromTag",lib_pFindSpecialLineFromTag},
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{"P_SwitchWeather",lib_pSwitchWeather},
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{"P_LinedefExecute",lib_pLinedefExecute},
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@ -2276,7 +2276,7 @@ void T_EachTimeThinker(levelspecthink_t *eachtime)
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continue;
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if (!(players[i].mo->subsector->sector == sec
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|| P_PlayerTouchingSectorSpecial(&players[i], 2, (GETSECSPECIAL(sec->special, 2))) == sec))
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|| P_MobjTouchingSectorSpecial(players[i].mo, 2, (GETSECSPECIAL(sec->special, 2)), false) == sec))
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continue;
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if (floortouch == true && P_IsObjectOnRealGround(players[i].mo, sec))
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@ -925,7 +925,7 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
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special->fuse = 1;
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special->flags2 |= MF2_JUSTATTACKED;
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if (!P_PlayerTouchingSectorSpecial(player, 4, 2 + flagteam))
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if (!P_MobjTouchingSectorSpecial(player->mo, 4, 2 + flagteam, false))
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{
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CONS_Printf(M_GetText("%s returned the %c%s%c to base.\n"), plname, flagcolor, flagtext, 0x80);
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36
src/p_map.c
36
src/p_map.c
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@ -2790,28 +2790,15 @@ boolean P_TryMove(mobj_t *thing, fixed_t x, fixed_t y, boolean allowdropoff)
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const fixed_t maxstepmove = FixedMul(MAXSTEPMOVE, mapobjectscale);
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fixed_t maxstep = maxstepmove;
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if (thing->player)
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{
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if (thing->player->kartstuff[k_waterskip])
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maxstep += maxstepmove; // Force some stepmove when waterskipping
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if (thing->player && thing->player->kartstuff[k_waterskip])
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maxstep += maxstepmove; // Add some extra stepmove when waterskipping
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// If using type Section1:13, double the maxstep.
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if (P_PlayerTouchingSectorSpecial(thing->player, 1, 13)
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|| GETSECSPECIAL(R_PointInSubsector(x, y)->sector->special, 1) == 13)
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maxstep += maxstepmove;
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// If using type Section1:12, no maxstep. For ledges you don't want the player to climb! (see: Egg Zeppelin & SMK port walls)
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else if (P_PlayerTouchingSectorSpecial(thing->player, 1, 12)
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|| GETSECSPECIAL(R_PointInSubsector(x, y)->sector->special, 1) == 12)
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maxstep -= maxstepmove;
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// Don't 'step up' while springing,
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// Only step up "if needed".
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/* // SRB2kart - don't need
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if (thing->state == &states[S_PLAY_SPRING]
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&& P_MobjFlip(thing)*thing->momz > FixedMul(FRACUNIT, thing->scale))
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maxstep = 0;
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*/
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}
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// If using type Section1:13, double the maxstep.
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if (P_MobjTouchingSectorSpecial(thing, 1, 13, false))
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maxstep <<= 1;
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// If using type Section1:12, no maxstep. For short walls, like Egg Zeppelin
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else if (P_MobjTouchingSectorSpecial(thing, 1, 12, false))
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maxstep = 0;
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if (thing->type == MT_SKIM)
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maxstep = 0;
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@ -2834,12 +2821,7 @@ boolean P_TryMove(mobj_t *thing, fixed_t x, fixed_t y, boolean allowdropoff)
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return false; // mobj must lower itself to fit
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// Ramp test
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if (maxstep > 0 && !(
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thing->player && (
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P_PlayerTouchingSectorSpecial(thing->player, 1, 14)
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|| GETSECSPECIAL(R_PointInSubsector(x, y)->sector->special, 1) == 14)
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)
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)
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if ((maxstep > 0) && !(P_MobjTouchingSectorSpecial(thing, 1, 14, false)))
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{
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// If the floor difference is MAXSTEPMOVE or less, and the sector isn't Section1:14, ALWAYS
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// step down! Formerly required a Section1:13 sector for the full MAXSTEPMOVE, but no more.
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36
src/p_mobj.c
36
src/p_mobj.c
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@ -8355,14 +8355,8 @@ void P_MobjThinker(mobj_t *mobj)
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P_Thrust(mobj, mobj->angle, thrustamount);
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if (grounded)
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{
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sector_t *sec2 = P_ThingOnSpecial3DFloor(mobj);
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if ((sec2 && GETSECSPECIAL(sec2->special, 3) == 1)
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|| (P_IsObjectOnRealGround(mobj, mobj->subsector->sector)
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&& GETSECSPECIAL(mobj->subsector->sector->special, 3) == 1))
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K_DoPogoSpring(mobj, 0, 1);
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}
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if (P_MobjTouchingSectorSpecial(mobj, 3, 1, true))
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K_DoPogoSpring(mobj, 0, 1);
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if (mobj->threshold > 0)
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mobj->threshold--;
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@ -8374,7 +8368,6 @@ void P_MobjThinker(mobj_t *mobj)
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}
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case MT_JAWZ:
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{
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sector_t *sec2;
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mobj_t *ghost = P_SpawnGhostMobj(mobj);
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if (mobj->target && !P_MobjWasRemoved(mobj->target) && mobj->target->player)
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@ -8392,10 +8385,7 @@ void P_MobjThinker(mobj_t *mobj)
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K_DriftDustHandling(mobj);
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sec2 = P_ThingOnSpecial3DFloor(mobj);
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if ((sec2 && GETSECSPECIAL(sec2->special, 3) == 1)
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|| (P_IsObjectOnRealGround(mobj, mobj->subsector->sector)
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&& GETSECSPECIAL(mobj->subsector->sector->special, 3) == 1))
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if (P_MobjTouchingSectorSpecial(mobj, 3, 1, true))
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K_DoPogoSpring(mobj, 0, 1);
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break;
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@ -8447,14 +8437,8 @@ void P_MobjThinker(mobj_t *mobj)
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mobj->angle = R_PointToAngle2(0, 0, mobj->momx, mobj->momy);
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P_Thrust(mobj, mobj->angle, thrustamount);
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if (grounded)
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{
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sector_t *sec2 = P_ThingOnSpecial3DFloor(mobj);
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if ((sec2 && GETSECSPECIAL(sec2->special, 3) == 1)
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|| (P_IsObjectOnRealGround(mobj, mobj->subsector->sector)
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&& GETSECSPECIAL(mobj->subsector->sector->special, 3) == 1))
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K_DoPogoSpring(mobj, 0, 1);
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}
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if (P_MobjTouchingSectorSpecial(mobj, 3, 1, true))
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K_DoPogoSpring(mobj, 0, 1);
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if (mobj->threshold > 0)
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mobj->threshold--;
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@ -9675,13 +9659,9 @@ void P_MobjThinker(mobj_t *mobj)
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break;
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case MT_BLUEFLAG:
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case MT_REDFLAG:
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{
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sector_t *sec2;
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sec2 = P_ThingOnSpecial3DFloor(mobj);
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if ((sec2 && GETSECSPECIAL(sec2->special, 4) == 2) || (GETSECSPECIAL(mobj->subsector->sector->special, 4) == 2))
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mobj->fuse = 1; // Return to base.
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break;
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}
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if (P_MobjTouchingSectorSpecial(mobj, 4, 2, false))
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mobj->fuse = 1; // Return to base.
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break;
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case MT_CANNONBALL:
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#ifdef FLOORSPLATS
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R_AddFloorSplat(mobj->tracer->subsector, mobj->tracer, "TARGET", mobj->tracer->x,
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|
|
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112
src/p_spec.c
112
src/p_spec.c
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@ -3304,7 +3304,7 @@ boolean P_IsFlagAtBase(mobjtype_t flag)
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}
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//
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// P_PlayerTouchingSectorSpecial
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// P_MobjTouchingSectorSpecial
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//
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// Replaces the old player->specialsector.
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// This allows a player to touch more than
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|
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@ -3314,60 +3314,86 @@ boolean P_IsFlagAtBase(mobjtype_t flag)
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// the particular type that it finds.
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// Returns NULL if it doesn't find it.
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//
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sector_t *P_PlayerTouchingSectorSpecial(player_t *player, INT32 section, INT32 number)
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// Sal: Couldn't see a reason for this to
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// be a player_t only function.
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//
|
||||
sector_t *P_MobjTouchingSectorSpecial(mobj_t *mo, INT32 section, INT32 number, boolean touchground)
|
||||
{
|
||||
fixed_t topheight, bottomheight;
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msecnode_t *node;
|
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ffloor_t *rover;
|
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|
||||
if (!player->mo)
|
||||
if (!mo)
|
||||
return NULL;
|
||||
|
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// Check default case first
|
||||
if (GETSECSPECIAL(player->mo->subsector->sector->special, section) == number)
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return player->mo->subsector->sector;
|
||||
if (GETSECSPECIAL(mo->subsector->sector->special, section) == number)
|
||||
{
|
||||
if (touchground)
|
||||
{
|
||||
topheight = P_GetSpecialTopZ(mo, mo->subsector->sector, mo->subsector->sector);
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||||
bottomheight = P_GetSpecialBottomZ(mo, mo->subsector->sector, mo->subsector->sector);
|
||||
|
||||
// Thing must be on top of the floor to be affected...
|
||||
if (mo->subsector->sector->flags & SF_FLIPSPECIAL_FLOOR)
|
||||
{
|
||||
if (!(mo->eflags & MFE_VERTICALFLIP) && mo->z <= bottomheight)
|
||||
return mo->subsector->sector;
|
||||
}
|
||||
|
||||
if (mo->subsector->sector->flags & SF_FLIPSPECIAL_CEILING)
|
||||
{
|
||||
if ((mo->eflags & MFE_VERTICALFLIP) && mo->z + mo->height >= topheight)
|
||||
return mo->subsector->sector;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
return mo->subsector->sector;
|
||||
}
|
||||
}
|
||||
|
||||
// Hmm.. maybe there's a FOF that has it...
|
||||
for (rover = player->mo->subsector->sector->ffloors; rover; rover = rover->next)
|
||||
for (rover = mo->subsector->sector->ffloors; rover; rover = rover->next)
|
||||
{
|
||||
fixed_t topheight, bottomheight;
|
||||
|
||||
if (GETSECSPECIAL(rover->master->frontsector->special, section) != number)
|
||||
continue;
|
||||
|
||||
if (!(rover->flags & FF_EXISTS))
|
||||
continue;
|
||||
|
||||
topheight = P_GetSpecialTopZ(player->mo, sectors + rover->secnum, player->mo->subsector->sector);
|
||||
bottomheight = P_GetSpecialBottomZ(player->mo, sectors + rover->secnum, player->mo->subsector->sector);
|
||||
topheight = P_GetSpecialTopZ(mo, sectors + rover->secnum, mo->subsector->sector);
|
||||
bottomheight = P_GetSpecialBottomZ(mo, sectors + rover->secnum, mo->subsector->sector);
|
||||
|
||||
// Check the 3D floor's type...
|
||||
if (rover->flags & FF_BLOCKPLAYER)
|
||||
if (((rover->flags & FF_BLOCKPLAYER) && mo->player)
|
||||
|| ((rover->flags & FF_BLOCKOTHERS) && !mo->player))
|
||||
{
|
||||
// Thing must be on top of the floor to be affected...
|
||||
if ((rover->master->frontsector->flags & SF_FLIPSPECIAL_FLOOR)
|
||||
&& !(rover->master->frontsector->flags & SF_FLIPSPECIAL_CEILING))
|
||||
{
|
||||
if ((player->mo->eflags & MFE_VERTICALFLIP) || player->mo->z != topheight)
|
||||
if ((mo->eflags & MFE_VERTICALFLIP) || mo->z != topheight)
|
||||
continue;
|
||||
}
|
||||
else if ((rover->master->frontsector->flags & SF_FLIPSPECIAL_CEILING)
|
||||
&& !(rover->master->frontsector->flags & SF_FLIPSPECIAL_FLOOR))
|
||||
{
|
||||
if (!(player->mo->eflags & MFE_VERTICALFLIP)
|
||||
|| player->mo->z + player->mo->height != bottomheight)
|
||||
if (!(mo->eflags & MFE_VERTICALFLIP)
|
||||
|| mo->z + mo->height != bottomheight)
|
||||
continue;
|
||||
}
|
||||
else if (rover->master->frontsector->flags & SF_FLIPSPECIAL_BOTH)
|
||||
{
|
||||
if (!((player->mo->eflags & MFE_VERTICALFLIP && player->mo->z + player->mo->height == bottomheight)
|
||||
|| (!(player->mo->eflags & MFE_VERTICALFLIP) && player->mo->z == topheight)))
|
||||
if (!((mo->eflags & MFE_VERTICALFLIP && mo->z + mo->height == bottomheight)
|
||||
|| (!(mo->eflags & MFE_VERTICALFLIP) && mo->z == topheight)))
|
||||
continue;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Water and DEATH FOG!!! heh
|
||||
if (player->mo->z > topheight || (player->mo->z + player->mo->height) < bottomheight)
|
||||
if (mo->z > topheight || (mo->z + mo->height) < bottomheight)
|
||||
continue;
|
||||
}
|
||||
|
||||
|
|
@ -3375,64 +3401,86 @@ sector_t *P_PlayerTouchingSectorSpecial(player_t *player, INT32 section, INT32 n
|
|||
return rover->master->frontsector;
|
||||
}
|
||||
|
||||
for (node = player->mo->touching_sectorlist; node; node = node->m_sectorlist_next)
|
||||
for (node = mo->touching_sectorlist; node; node = node->m_sectorlist_next)
|
||||
{
|
||||
if (GETSECSPECIAL(node->m_sector->special, section) == number)
|
||||
{
|
||||
// This sector has the special we're looking for, but
|
||||
// are we allowed to touch it?
|
||||
if (node->m_sector == player->mo->subsector->sector
|
||||
if (node->m_sector == mo->subsector->sector
|
||||
|| (node->m_sector->flags & SF_TRIGGERSPECIAL_TOUCH))
|
||||
return node->m_sector;
|
||||
{
|
||||
if (touchground)
|
||||
{
|
||||
topheight = P_GetSpecialTopZ(mo, node->m_sector, node->m_sector);
|
||||
bottomheight = P_GetSpecialBottomZ(mo, node->m_sector, node->m_sector);
|
||||
|
||||
// Thing must be on top of the floor to be affected...
|
||||
if (node->m_sector->flags & SF_FLIPSPECIAL_FLOOR)
|
||||
{
|
||||
if (!(mo->eflags & MFE_VERTICALFLIP) && mo->z <= bottomheight)
|
||||
return node->m_sector;
|
||||
}
|
||||
|
||||
if (node->m_sector->flags & SF_FLIPSPECIAL_CEILING)
|
||||
{
|
||||
if ((mo->eflags & MFE_VERTICALFLIP) && mo->z + mo->height >= topheight)
|
||||
return node->m_sector;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
return node->m_sector;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Hmm.. maybe there's a FOF that has it...
|
||||
for (rover = node->m_sector->ffloors; rover; rover = rover->next)
|
||||
{
|
||||
fixed_t topheight, bottomheight;
|
||||
|
||||
if (GETSECSPECIAL(rover->master->frontsector->special, section) != number)
|
||||
continue;
|
||||
|
||||
if (!(rover->flags & FF_EXISTS))
|
||||
continue;
|
||||
|
||||
topheight = P_GetSpecialTopZ(player->mo, sectors + rover->secnum, player->mo->subsector->sector);
|
||||
bottomheight = P_GetSpecialBottomZ(player->mo, sectors + rover->secnum, player->mo->subsector->sector);
|
||||
topheight = P_GetSpecialTopZ(mo, sectors + rover->secnum, mo->subsector->sector);
|
||||
bottomheight = P_GetSpecialBottomZ(mo, sectors + rover->secnum, mo->subsector->sector);
|
||||
|
||||
// Check the 3D floor's type...
|
||||
if (rover->flags & FF_BLOCKPLAYER)
|
||||
if (((rover->flags & FF_BLOCKPLAYER) && mo->player)
|
||||
|| ((rover->flags & FF_BLOCKOTHERS) && !mo->player))
|
||||
{
|
||||
// Thing must be on top of the floor to be affected...
|
||||
if ((rover->master->frontsector->flags & SF_FLIPSPECIAL_FLOOR)
|
||||
&& !(rover->master->frontsector->flags & SF_FLIPSPECIAL_CEILING))
|
||||
{
|
||||
if ((player->mo->eflags & MFE_VERTICALFLIP) || player->mo->z != topheight)
|
||||
if ((mo->eflags & MFE_VERTICALFLIP) || mo->z != topheight)
|
||||
continue;
|
||||
}
|
||||
else if ((rover->master->frontsector->flags & SF_FLIPSPECIAL_CEILING)
|
||||
&& !(rover->master->frontsector->flags & SF_FLIPSPECIAL_FLOOR))
|
||||
{
|
||||
if (!(player->mo->eflags & MFE_VERTICALFLIP)
|
||||
|| player->mo->z + player->mo->height != bottomheight)
|
||||
if (!(mo->eflags & MFE_VERTICALFLIP)
|
||||
|| mo->z + mo->height != bottomheight)
|
||||
continue;
|
||||
}
|
||||
else if (rover->master->frontsector->flags & SF_FLIPSPECIAL_BOTH)
|
||||
{
|
||||
if (!((player->mo->eflags & MFE_VERTICALFLIP && player->mo->z + player->mo->height == bottomheight)
|
||||
|| (!(player->mo->eflags & MFE_VERTICALFLIP) && player->mo->z == topheight)))
|
||||
if (!((mo->eflags & MFE_VERTICALFLIP && mo->z + mo->height == bottomheight)
|
||||
|| (!(mo->eflags & MFE_VERTICALFLIP) && mo->z == topheight)))
|
||||
continue;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Water and DEATH FOG!!! heh
|
||||
if (player->mo->z > topheight || (player->mo->z + player->mo->height) < bottomheight)
|
||||
if (mo->z > topheight || (mo->z + mo->height) < bottomheight)
|
||||
continue;
|
||||
}
|
||||
|
||||
// This FOF has the special we're looking for, but are we allowed to touch it?
|
||||
if (node->m_sector == player->mo->subsector->sector
|
||||
if (node->m_sector == mo->subsector->sector
|
||||
|| (rover->master->frontsector->flags & SF_TRIGGERSPECIAL_TOUCH))
|
||||
return rover->master->frontsector;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -37,7 +37,7 @@ void P_SpawnSpecials(INT32 fromnetsave);
|
|||
|
||||
// every tic
|
||||
void P_UpdateSpecials(void);
|
||||
sector_t *P_PlayerTouchingSectorSpecial(player_t *player, INT32 section, INT32 number);
|
||||
sector_t *P_MobjTouchingSectorSpecial(mobj_t *mo, INT32 section, INT32 number, boolean touchground);
|
||||
void P_PlayerInSpecialSector(player_t *player);
|
||||
void P_ProcessSpecialSector(player_t *player, sector_t *sector, sector_t *roversector);
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Reference in a new issue