Merge branch 'slopes_n_objects' into 'next'

Fixing various problems with MF_SOLID collision

(I, toast, wrote the original merge request, but Alam made this merge request because I made a mistake. Twice. In a row.)

* Solid objects are now no longer intangible when your z is less than the other object's.
    * I originally thought the bug was limited to just solid objects on slopes (hence the branch name), and was wondering about undesired side effects - but looking at this gfy, this was a major bug that slopes made easier to expose.
    * Unfixed = http://gfycat.com/BareLimitedCavy
    * Fixed = http://gfycat.com/JubilantOffensiveGar
* You now properly lose your momentum when jumping at a solid object.
    * The way I fixed this was a hack, but it was originally a much worse hack which resulted in very bizzare physics issues, so...
    * Unfixed = http://gfycat.com/ShockingAbsoluteArthropods (also demonstrates the first bug)
    * Fixed = http://gfycat.com/EmbellishedCourageousGordonsetter

See merge request !119
This commit is contained in:
Monster Iestyn 2016-10-29 11:19:37 -04:00
commit 8b5abd957c
1 changed files with 26 additions and 13 deletions

View File

@ -985,18 +985,24 @@ static boolean PIT_CheckThing(mobj_t *thing)
return true;
}
topz = thing->z - FixedMul(FRACUNIT, thing->scale);
topz = thing->z - thing->scale; // FixedMul(FRACUNIT, thing->scale), but thing->scale == FRACUNIT in base scale anyways
// block only when jumping not high enough,
// (dont climb max. 24units while already in air)
// if not in air, let P_TryMove() decide if it's not too high
// since return false doesn't handle momentum properly,
// we lie to P_TryMove() so it's always too high
if (tmthing->player && tmthing->z + tmthing->height > topz
&& tmthing->z + tmthing->height < tmthing->ceilingz)
return false; // block while in air
if (thing->flags & MF_SPRING)
{
tmfloorz = tmceilingz = INT32_MIN; // block while in air
#ifdef ESLOPE
tmceilingslope = NULL;
#endif
tmfloorthing = thing; // needed for side collision
}
else if (thing->flags & MF_SPRING)
;
else if (topz < tmceilingz && tmthing->z+tmthing->height <= thing->z+thing->height)
else if (topz < tmceilingz && tmthing->z <= thing->z+thing->height)
{
tmceilingz = topz;
#ifdef ESLOPE
@ -1022,17 +1028,24 @@ static boolean PIT_CheckThing(mobj_t *thing)
return true;
}
topz = thing->z + thing->height + FixedMul(FRACUNIT, thing->scale);
topz = thing->z + thing->height + thing->scale; // FixedMul(FRACUNIT, thing->scale), but thing->scale == FRACUNIT in base scale anyways
// block only when jumping not high enough,
// (dont climb max. 24units while already in air)
// if not in air, let P_TryMove() decide if it's not too high
if (tmthing->player && tmthing->z < topz && tmthing->z > tmthing->floorz)
return false; // block while in air
if (thing->flags & MF_SPRING)
// since return false doesn't handle momentum properly,
// we lie to P_TryMove() so it's always too high
if (tmthing->player && tmthing->z < topz
&& tmthing->z > tmthing->floorz)
{
tmfloorz = tmceilingz = INT32_MAX; // block while in air
#ifdef ESLOPE
tmfloorslope = NULL;
#endif
tmfloorthing = thing; // needed for side collision
}
else if (thing->flags & MF_SPRING)
;
else if (topz > tmfloorz && tmthing->z >= thing->z)
else if (topz > tmfloorz && tmthing->z+tmthing->height >= thing->z)
{
tmfloorz = topz;
#ifdef ESLOPE