P_PlayerMobjThinker: Move crumbling platforms check into its own function

This commit is contained in:
MascaraSnake 2020-05-02 12:50:09 +02:00
parent 2449c66b78
commit 19d77bfc53
1 changed files with 36 additions and 25 deletions

View File

@ -3780,9 +3780,41 @@ boolean P_CameraThinker(player_t *player, camera_t *thiscam, boolean resetcalled
return false;
}
//
// P_PlayerMobjThinker
//
static void P_CheckCrumblingPlatforms(mobj_t *mobj)
{
msecnode_t *node;
if (netgame && mobj->player->spectator)
return;
for (node = mobj->touching_sectorlist; node; node = node->m_sectorlist_next)
{
ffloor_t *rover;
for (rover = node->m_sector->ffloors; rover; rover = rover->next)
{
if (!(rover->flags & FF_EXISTS))
continue;
if (!(rover->flags & FF_CRUMBLE))
continue;
if (mobj->eflags & MFE_VERTICALFLIP)
{
if (P_GetSpecialBottomZ(mobj, sectors + rover->secnum, node->m_sector) != mobj->z + mobj->height)
continue;
}
else
{
if (P_GetSpecialTopZ(mobj, sectors + rover->secnum, node->m_sector) != mobj->z)
continue;
}
EV_StartCrumble(rover->master->frontsector, rover, (rover->flags & FF_FLOATBOB), mobj->player, rover->alpha, !(rover->flags & FF_NORETURN));
}
}
}
static void P_PlayerMobjThinker(mobj_t *mobj)
{
msecnode_t *node;
@ -3839,28 +3871,7 @@ static void P_PlayerMobjThinker(mobj_t *mobj)
else
P_TryMove(mobj, mobj->x, mobj->y, true);
if (!(netgame && mobj->player->spectator))
{
// Crumbling platforms
for (node = mobj->touching_sectorlist; node; node = node->m_sectorlist_next)
{
fixed_t topheight, bottomheight;
ffloor_t *rover;
for (rover = node->m_sector->ffloors; rover; rover = rover->next)
{
if (!(rover->flags & FF_EXISTS) || !(rover->flags & FF_CRUMBLE))
continue;
topheight = P_GetSpecialTopZ(mobj, sectors + rover->secnum, node->m_sector);
bottomheight = P_GetSpecialBottomZ(mobj, sectors + rover->secnum, node->m_sector);
if ((topheight == mobj->z && !(mobj->eflags & MFE_VERTICALFLIP))
|| (bottomheight == mobj->z + mobj->height && mobj->eflags & MFE_VERTICALFLIP)) // You nut.
EV_StartCrumble(rover->master->frontsector, rover, (rover->flags & FF_FLOATBOB), mobj->player, rover->alpha, !(rover->flags & FF_NORETURN));
}
}
}
P_CheckCrumblingPlatforms(mobj);
// Check for floating water platforms and bounce them
if (CheckForFloatBob && P_MobjFlip(mobj)*mobj->momz < 0)