Fixed how dying players who were standing on slopes just jump off to the side

This commit is contained in:
Monster Iestyn 2016-02-23 22:53:24 +00:00
parent 3058648fdc
commit 3802ec33de
3 changed files with 32 additions and 14 deletions

View File

@ -2051,21 +2051,26 @@ boolean P_TryMove(mobj_t *thing, fixed_t x, fixed_t y, boolean allowdropoff)
thing->ceilingz = tmceilingz;
#ifdef ESLOPE
// Assign thing's standingslope if needed
if (thing->z <= tmfloorz && !(thing->eflags & MFE_VERTICALFLIP)) {
if (!startingonground && tmfloorslope)
P_HandleSlopeLanding(thing, tmfloorslope);
if (!(thing->flags & MF_NOCLIPHEIGHT))
{
// Assign thing's standingslope if needed
if (thing->z <= tmfloorz && !(thing->eflags & MFE_VERTICALFLIP)) {
if (!startingonground && tmfloorslope)
P_HandleSlopeLanding(thing, tmfloorslope);
if (thing->momz <= 0)
thing->standingslope = tmfloorslope;
}
else if (thing->z+thing->height >= tmceilingz && (thing->eflags & MFE_VERTICALFLIP)) {
if (!startingonground && tmceilingslope)
P_HandleSlopeLanding(thing, tmceilingslope);
if (thing->momz <= 0)
thing->standingslope = tmfloorslope;
}
else if (thing->z+thing->height >= tmceilingz && (thing->eflags & MFE_VERTICALFLIP)) {
if (!startingonground && tmceilingslope)
P_HandleSlopeLanding(thing, tmceilingslope);
if (thing->momz >= 0)
thing->standingslope = tmceilingslope;
if (thing->momz >= 0)
thing->standingslope = tmceilingslope;
}
}
else // don't set standingslope if you're not going to clip against it
thing->standingslope = NULL;
#endif
thing->x = x;

View File

@ -2077,8 +2077,13 @@ static boolean P_ZMovement(mobj_t *mo)
I_Assert(!P_MobjWasRemoved(mo));
#ifdef ESLOPE
if (mo->standingslope && !P_IsObjectOnGround(mo))
if (mo->standingslope)
{
if (mo->flags & MF_NOCLIPHEIGHT)
mo->standingslope = NULL;
else if (!P_IsObjectOnGround(mo))
P_SlopeLaunch(mo);
}
#endif
// Intercept the stupid 'fall through 3dfloors' bug
@ -2561,8 +2566,13 @@ static void P_PlayerZMovement(mobj_t *mo)
return;
#ifdef ESLOPE
if (mo->standingslope && !P_IsObjectOnGround(mo))
if (mo->standingslope)
{
if (mo->flags & MF_NOCLIPHEIGHT)
mo->standingslope = NULL;
else if (!P_IsObjectOnGround(mo))
P_SlopeLaunch(mo);
}
#endif
// clip movement

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@ -1099,6 +1099,9 @@ void P_ButteredSlope(mobj_t *mo)
if (!mo->standingslope)
return;
if (mo->flags & (MF_NOCLIPHEIGHT|MF_NOGRAVITY))
return; // don't slide down slopes if you can't touch them or you're not affected by gravity
if (mo->player) {
if (abs(mo->standingslope->zdelta) < FRACUNIT/4 && !(mo->player->pflags & PF_SPINNING))
return; // Don't slide on non-steep slopes unless spinning