P_PlayerZMovement: Move PolyObject handling code into its own function

This commit is contained in:
MascaraSnake 2020-05-02 13:49:16 +02:00
parent 29192eff9a
commit a67c8786ae
1 changed files with 52 additions and 59 deletions

View File

@ -2835,6 +2835,57 @@ static void P_CheckMarioBlocks(mobj_t *mo)
}
}
// Check if we're on a polyobject that triggers a linedef executor.
static boolean P_PlayerPolyObjectZMovement(mobj_t *mo)
{
msecnode_t *node;
boolean stopmovecut = false;
for (node = mo->touching_sectorlist; node; node = node->m_sectorlist_next)
{
sector_t *sec = node->m_sector;
subsector_t *newsubsec;
size_t i;
for (i = 0; i < numsubsectors; i++)
{
polyobj_t *po;
sector_t *polysec;
newsubsec = &subsectors[i];
if (newsubsec->sector != sec)
continue;
for (po = newsubsec->polyList; po; po = (polyobj_t *)(po->link.next))
{
if (!(po->flags & POF_SOLID))
continue;
if (!P_MobjInsidePolyobj(po, mo))
continue;
polysec = po->lines[0]->backsector;
// Moving polyobjects should act like conveyors if the player lands on one. (I.E. none of the momentum cut thing below) -Red
if ((mo->z == polysec->ceilingheight || mo->z + mo->height == polysec->floorheight) && po->thinker)
stopmovecut = true;
if (!(po->flags & POF_LDEXEC))
continue;
if (mo->z != polysec->ceilingheight)
continue;
// We're landing on a PO, so check for a linedef executor.
// Trigger tags are 32000 + the PO's ID number.
P_LinedefExecute((INT16)(32000 + po->id), mo, NULL);
}
}
}
return stopmovecut;
}
static void P_PlayerZMovement(mobj_t *mo)
{
boolean onground;
@ -2931,66 +2982,8 @@ static void P_PlayerZMovement(mobj_t *mo)
mo->eflags |= MFE_JUSTHITFLOOR; // Spin Attack
if (!P_PlayerPolyObjectZMovement(mo))
{
// Check if we're on a polyobject
// that triggers a linedef executor.
msecnode_t *node;
boolean stopmovecut = false;
for (node = mo->touching_sectorlist; node; node = node->m_sectorlist_next)
{
sector_t *sec = node->m_sector;
subsector_t *newsubsec;
size_t i;
for (i = 0; i < numsubsectors; i++)
{
newsubsec = &subsectors[i];
if (newsubsec->sector != sec)
continue;
if (newsubsec->polyList)
{
polyobj_t *po = newsubsec->polyList;
sector_t *polysec;
while(po)
{
if (!P_MobjInsidePolyobj(po, mo) || !(po->flags & POF_SOLID))
{
po = (polyobj_t *)(po->link.next);
continue;
}
// We're inside it! Yess...
polysec = po->lines[0]->backsector;
// Moving polyobjects should act like conveyors if the player lands on one. (I.E. none of the momentum cut thing below) -Red
if ((mo->z == polysec->ceilingheight || mo->z+mo->height == polysec->floorheight) && po->thinker)
stopmovecut = true;
if (!(po->flags & POF_LDEXEC))
{
po = (polyobj_t *)(po->link.next);
continue;
}
if (mo->z == polysec->ceilingheight)
{
// We're landing on a PO, so check for
// a linedef executor.
// Trigger tags are 32000 + the PO's ID number.
P_LinedefExecute((INT16)(32000 + po->id), mo, NULL);
}
po = (polyobj_t *)(po->link.next);
}
}
}
}
if (!stopmovecut)
// Cut momentum in half when you hit the ground and
// aren't pressing any controls.
if (!(mo->player->cmd.forwardmove || mo->player->cmd.sidemove) && !mo->player->cmomx && !mo->player->cmomy && !(mo->player->pflags & PF_SPINNING))