mirror of
https://github.com/KartKrewDev/RingRacers.git
synced 2026-03-03 01:41:15 +00:00
Model tilts
- Add modeltilt variable, for more manual control of the model tilting. By default this just copies standingslope, but doesn't get cleared in the air. - Shadows & trailing bananas now tilt to match the ground they are on. - Rocket Sneakers & afterimages now tilt to match the player's current orientation.
This commit is contained in:
parent
e1d73d0e35
commit
c6a0a41d1a
8 changed files with 233 additions and 19 deletions
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@ -1186,11 +1186,11 @@ void HWR_DrawMD2(gr_vissprite_t *spr)
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#ifdef USE_FTRANSFORM_ANGLEZ
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// Slope rotation from Kart
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p.anglez = 0.0f;
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if (spr->mobj->standingslope)
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if (spr->mobj->modeltilt)
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{
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fixed_t tempz = spr->mobj->standingslope->normal.z;
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fixed_t tempy = spr->mobj->standingslope->normal.y;
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fixed_t tempx = spr->mobj->standingslope->normal.x;
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fixed_t tempz = spr->mobj->modeltilt->normal.z;
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fixed_t tempy = spr->mobj->modeltilt->normal.y;
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fixed_t tempx = spr->mobj->modeltilt->normal.x;
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fixed_t tempangle = AngleFixed(R_PointToAngle2(0, 0, FixedSqrt(FixedMul(tempy, tempy) + FixedMul(tempz, tempz)), tempx));
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p.anglez = FIXED_TO_FLOAT(tempangle);
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tempangle = -AngleFixed(R_PointToAngle2(0, 0, tempz, tempy));
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83
src/k_kart.c
83
src/k_kart.c
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@ -4093,6 +4093,86 @@ static void K_MoveHeldObjects(player_t *player)
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if (R_PointToDist2(cur->x, cur->y, targx, targy) > 768*FRACUNIT)
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P_TeleportMove(cur, targx, targy, cur->z);
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#ifdef ESLOPE
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// We gotta do ALL of this... just so that bananas can tilt in OGL :V
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if (P_IsObjectOnGround(cur))
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{
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pslope_t *slope = NULL;
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sector_t *sec = R_PointInSubsector(cur->x, cur->y)->sector;
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boolean flip = (cur->eflags & MFE_VERTICALFLIP);
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if (flip)
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{
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if (sec->c_slope)
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{
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slope = sec->c_slope;
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targz = P_GetZAt(sec->c_slope, cur->x, cur->y);
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}
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else
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targz = sec->ceilingheight;
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}
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else
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{
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if (sec->f_slope)
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{
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slope = sec->f_slope;
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targz = P_GetZAt(sec->f_slope, cur->x, cur->y);
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}
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else
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targz = sec->floorheight;
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}
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// Check FOFs for a better suited slope
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if (sec->ffloors)
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{
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ffloor_t *rover;
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for (rover = sec->ffloors; rover; rover = rover->next)
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{
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fixed_t surface;
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if (!(rover->flags & FF_EXISTS))
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continue;
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if (!((rover->flags & FF_BLOCKOTHERS) || (rover->flags & FF_QUICKSAND)) || (rover->flags & FF_SWIMMABLE))
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continue;
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if (flip)
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{
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surface = *rover->bottomheight;
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if (*rover->b_slope)
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surface = P_GetZAt(*rover->b_slope, cur->x, cur->y);
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if (surface < targz && surface > (cur->z + cur->height))
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{
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targz = surface;
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if (*rover->b_slope)
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slope = *rover->b_slope;
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}
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}
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else
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{
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surface = *rover->topheight;
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if (*rover->t_slope)
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surface = P_GetZAt(*rover->t_slope, cur->x, cur->y);
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if (surface > targz && surface < cur->z)
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{
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targz = surface;
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if (*rover->t_slope)
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slope = *rover->t_slope;
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}
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}
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}
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}
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cur->standingslope = slope;
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#ifdef HWRENDER
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cur->modeltilt = cur->standingslope;
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#endif
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}
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#endif
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cur = cur->hnext;
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}
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}
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@ -4182,6 +4262,9 @@ static void K_MoveHeldObjects(player_t *player)
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P_TeleportMove(cur, targx, targy, targz);
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K_FlipFromObject(cur, player->mo); // Update graviflip in real time thanks.
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#ifdef HWRENDER
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cur->modeltilt = player->mo->modeltilt;
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#endif
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num = (num+1) % 2;
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cur = cur->hnext;
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}
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12
src/p_map.c
12
src/p_map.c
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@ -2881,14 +2881,24 @@ boolean P_TryMove(mobj_t *thing, fixed_t x, fixed_t y, boolean allowdropoff)
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P_HandleSlopeLanding(thing, tmfloorslope);
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if (thing->momz <= 0)
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{
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thing->standingslope = tmfloorslope;
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#ifdef HWRENDER
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thing->modeltilt = thing->standingslope;
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#endif
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}
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}
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else if (thing->z+thing->height >= tmceilingz && (thing->eflags & MFE_VERTICALFLIP)) {
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if (!startingonground && tmceilingslope)
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P_HandleSlopeLanding(thing, tmceilingslope);
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if (thing->momz >= 0)
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{
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thing->standingslope = tmceilingslope;
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#ifdef HWRENDER
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thing->modeltilt = thing->standingslope;
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#endif
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}
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}
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}
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else // don't set standingslope if you're not going to clip against it
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@ -4691,7 +4701,7 @@ fixed_t P_FloorzAtPos(fixed_t x, fixed_t y, fixed_t z, fixed_t height)
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if (!(rover->flags & FF_EXISTS))
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continue;
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if ((!(rover->flags & FF_SOLID || rover->flags & FF_QUICKSAND) || (rover->flags & FF_SWIMMABLE)))
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if (!((rover->flags & FF_SOLID) || (rover->flags & FF_QUICKSAND)) || (rover->flags & FF_SWIMMABLE))
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continue;
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topheight = *rover->topheight;
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129
src/p_mobj.c
129
src/p_mobj.c
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@ -1816,6 +1816,9 @@ void P_XYMovement(mobj_t *mo)
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// Now compare the Zs of the different quantizations
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if (oldangle-newangle > ANG30 && oldangle-newangle < ANGLE_180) { // Allow for a bit of sticking - this value can be adjusted later
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mo->standingslope = oldslope;
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#ifdef HWRENDER
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mo->modeltilt = mo->standingslope;
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#endif
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P_SlopeLaunch(mo);
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//CONS_Printf("launched off of slope - ");
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@ -2389,6 +2392,9 @@ static boolean P_ZMovement(mobj_t *mo)
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if (((mo->eflags & MFE_VERTICALFLIP) ? tmceilingslope : tmfloorslope) && (mo->type != MT_STEAM))
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{
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mo->standingslope = (mo->eflags & MFE_VERTICALFLIP) ? tmceilingslope : tmfloorslope;
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#ifdef HWRENDER
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mo->modeltilt = mo->standingslope;
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#endif
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P_ReverseQuantizeMomentumToSlope(&mom, mo->standingslope);
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}
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#endif
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@ -6173,7 +6179,12 @@ void P_RunShadows(void)
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for (mobj = shadowcap; mobj; mobj = next)
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{
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fixed_t floorz;
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boolean flip;
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fixed_t newz;
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sector_t *sec;
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#ifdef ESLOPE
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pslope_t *slope = NULL;
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#endif
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next = mobj->hnext;
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P_SetTarget(&mobj->hnext, NULL);
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@ -6184,16 +6195,106 @@ void P_RunShadows(void)
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continue; // shouldn't you already be dead?
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}
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if (mobj->target->player)
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floorz = mobj->target->floorz;
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else // FOR SOME REASON, plain floorz is not reliable for normal objects, only players?!
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floorz = P_FloorzAtPos(mobj->target->x, mobj->target->y, mobj->target->z, mobj->target->height);
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K_MatchGenericExtraFlags(mobj, mobj->target);
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flip = (mobj->eflags & MFE_VERTICALFLIP);
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if (((mobj->target->eflags & MFE_VERTICALFLIP) && mobj->target->z+mobj->target->height > mobj->target->ceilingz)
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|| (!(mobj->target->eflags & MFE_VERTICALFLIP) && mobj->target->z < floorz))
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mobj->flags2 |= MF2_DONTDRAW;
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sec = R_PointInSubsector(mobj->target->x, mobj->target->y)->sector;
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if (flip)
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{
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#ifdef ESLOPE
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if (sec->c_slope)
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{
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slope = sec->c_slope;
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newz = P_GetZAt(sec->c_slope, mobj->target->x, mobj->target->y);
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}
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else
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#endif
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newz = sec->ceilingheight;
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}
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else
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{
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#ifdef ESLOPE
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if (sec->f_slope)
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{
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slope = sec->f_slope;
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newz = P_GetZAt(sec->f_slope, mobj->target->x, mobj->target->y);
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}
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else
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#endif
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newz = sec->floorheight;
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}
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// Check FOFs for a better suited slope
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if (sec->ffloors)
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{
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ffloor_t *rover;
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for (rover = sec->ffloors; rover; rover = rover->next)
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{
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fixed_t surface;
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if (!(rover->flags & FF_EXISTS))
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continue;
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if ((!(((rover->flags & FF_BLOCKPLAYER && mobj->target->player)
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|| (rover->flags & FF_BLOCKOTHERS && !mobj->target->player))
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|| (rover->flags & FF_QUICKSAND))
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|| (rover->flags & FF_SWIMMABLE)))
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continue;
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if (flip)
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{
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surface = *rover->bottomheight;
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#ifdef ESLOPE
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if (*rover->b_slope)
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surface = P_GetZAt(*rover->b_slope, mobj->target->x, mobj->target->y);
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#endif
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if (surface < newz && surface > (mobj->target->z + mobj->target->height))
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{
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newz = surface;
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#ifdef ESLOPE
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if (*rover->b_slope)
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slope = *rover->b_slope;
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#endif
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}
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}
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else
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{
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surface = *rover->topheight;
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#ifdef ESLOPE
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if (*rover->t_slope)
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surface = P_GetZAt(*rover->t_slope, mobj->target->x, mobj->target->y);
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#endif
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if (surface > newz && surface < mobj->target->z)
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{
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newz = surface;
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#ifdef ESLOPE
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if (*rover->t_slope)
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slope = *rover->t_slope;
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#endif
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}
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}
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}
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}
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mobj->standingslope = slope;
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#ifdef HWRENDER
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mobj->modeltilt = mobj->standingslope;
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#endif
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if (flip)
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{
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if ((mobj->target->z + mobj->target->height) > newz)
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mobj->flags2 |= MF2_DONTDRAW;
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}
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else
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{
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if (mobj->target->z < newz)
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mobj->flags2 |= MF2_DONTDRAW;
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}
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// First scale to the same radius
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P_SetScale(mobj, FixedDiv(mobj->target->radius, mobj->info->radius));
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@ -6205,13 +6306,12 @@ void P_RunShadows(void)
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P_TeleportMove(mobj, dest->x, dest->y, mobj->target->z);
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if (((mobj->eflags & MFE_VERTICALFLIP) && (mobj->ceilingz > mobj->z+mobj->height))
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|| (!(mobj->eflags & MFE_VERTICALFLIP) && (floorz < mobj->z)))
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if ((flip && newz > (mobj->z + mobj->height)) || (!flip && newz < mobj->z))
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{
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INT32 i;
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fixed_t prevz;
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mobj->z = (mobj->eflags & MFE_VERTICALFLIP ? mobj->ceilingz : floorz);
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mobj->z = newz;
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for (i = 0; i < MAXFFLOORS; i++)
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{
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@ -6223,7 +6323,7 @@ void P_RunShadows(void)
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// Check new position to see if you should still be on that ledge
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P_TeleportMove(mobj, dest->x, dest->y, mobj->z);
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mobj->z = (mobj->eflags & MFE_VERTICALFLIP ? mobj->ceilingz : floorz);
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mobj->z = newz;
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if (mobj->z == prevz)
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break;
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@ -8132,6 +8232,9 @@ void P_MobjThinker(mobj_t *mobj)
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P_TeleportMove(mobj, mobj->target->x + P_ReturnThrustX(mobj, mobj->angle+ANGLE_180, mobj->target->radius),
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mobj->target->y + P_ReturnThrustY(mobj, mobj->angle+ANGLE_180, mobj->target->radius), mobj->target->z);
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P_SetScale(mobj, mobj->target->scale);
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#ifdef HWRENDER
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mobj->modeltilt = mobj->target->modeltilt;
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#endif
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{
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player_t *p = NULL;
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@ -370,6 +370,9 @@ typedef struct mobj_s
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#ifdef ESLOPE
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struct pslope_s *standingslope; // The slope that the object is standing on (shouldn't need synced in savegames, right?)
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#ifdef HWRENDER
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struct pslope_s *modeltilt; // Slope used for model tilting. Also is not synched, this is totally visual.
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#endif
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#endif
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boolean colorized; // Whether the mobj uses the rainbow colormap
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@ -2144,7 +2144,12 @@ static void LoadMobjThinker(actionf_p1 thinker)
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mobj->hprev = (mobj_t *)(size_t)READUINT32(save_p);
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#ifdef ESLOPE
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if (diff2 & MD2_SLOPE)
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{
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mobj->standingslope = P_SlopeById(READUINT16(save_p));
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#ifdef HWRENDER
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mobj->modeltilt = mobj->standingslope;
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#endif
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}
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#endif
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if (diff2 & MD2_COLORIZED)
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mobj->colorized = READUINT8(save_p);
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@ -827,6 +827,9 @@ void P_HandleSlopeLanding(mobj_t *thing, pslope_t *slope)
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if (P_MobjFlip(thing)*(thing->momz) < 0) { // falling, land on slope
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thing->momz = -P_MobjFlip(thing);
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thing->standingslope = slope;
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#ifdef HWRENDER
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thing->modeltilt = thing->standingslope;
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#endif
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}
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return;
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}
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@ -843,6 +846,9 @@ void P_HandleSlopeLanding(mobj_t *thing, pslope_t *slope)
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thing->momz = -P_MobjFlip(thing);
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thing->standingslope = slope;
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#ifdef HWRENDER
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thing->modeltilt = thing->standingslope;
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#endif
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}
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}
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@ -1675,12 +1675,16 @@ mobj_t *P_SpawnGhostMobj(mobj_t *mobj)
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ghost->frame |= tr_trans50<<FF_TRANSSHIFT;
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ghost->fuse = ghost->info->damage;
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ghost->skin = mobj->skin;
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ghost->standingslope = mobj->standingslope;
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#ifdef HWRENDER
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ghost->modeltilt = mobj->modeltilt;
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#endif
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if (mobj->flags2 & MF2_OBJECTFLIP)
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ghost->flags |= MF2_OBJECTFLIP;
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if (!(mobj->flags & MF_DONTENCOREMAP))
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mobj->flags &= ~MF_DONTENCOREMAP;
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ghost->flags &= ~MF_DONTENCOREMAP;
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return ghost;
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}
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