[r3508] Projectiles "clip through" steps

Bugs that have been investigated and resolved somehow.

Moderator: GZDoom Developers

Forum rules
Please don't bump threads here if you have a problem - it will often be forgotten about if you do. Instead, make a new thread here.
Post Reply
User avatar
Xaser
 
 
Posts: 10774
Joined: Sun Jul 20, 2003 12:15 pm
Contact:

[r3508] Projectiles "clip through" steps

Post by Xaser »

Just spotted an odd one: it appears that projectiles will 'leap' up steps now (possibly related to this fix?).

To reproduce, whip out the plasma gun on MAP01 and shoot at one of the lower steps and watch as they travel upward. The effect is even more pronounced if you fire at the light boxes in the window room. You'll see something like this:

Image
Image

A fun effect, but not exactly desirable in the general case. :P
Gez
 
 
Posts: 17943
Joined: Fri Jul 06, 2007 3:22 pm

Re: [r3508] Projectiles "clip through" steps

Post by Gez »

Best screenshot:
Image


I can fix the bug by changing the checked flag:

Code: Select all

		if (!(thing->flags & MF_TELEPORT) && !(thing->flags3 & MF3_FLOORHUGGER))
		{
			if (tm.floorz-thing->z > thing->MaxStepHeight)
			{ // too big a step up
				goto pushline;
			}
			else if ((thing->flags & MF_MISSILE)&& !(thing->flags6 && MF6_STEPMISSILE) && tm.floorz > thing->z)
			{ // [RH] Don't let normal missiles climb steps
				goto pushline;
			}
			else if (thing->z < tm.floorz)
			{ // [RH] Check to make sure there's nothing in the way for the step up
				fixed_t savedz = thing->z;
				bool good;
				thing->z = tm.floorz;
				good = P_TestMobjZ (thing);
				thing->z = savedz;
				if (!good)
				{
					goto pushline;
				}
				if (thing->flags6 & MF6_STEPMISSILE)
				{
					thing->z = tm.floorz;
					// If moving down, cancel vertical component of the velocity
					if (thing->velz < 0)
					{
						thing->velz = 0;
					}
				}
			}
		}
Fix contained in GZDoom 1341.
User avatar
NightFright
Spotlight Team
Posts: 1379
Joined: Fri May 02, 2008 12:29 pm
Location: Germany

Re: [r3508] Projectiles "clip through" steps

Post by NightFright »

And I was starting to wonder why all of a sudden my plasmaballs are able to travel up stairs... :)
Edward-san
Posts: 1774
Joined: Sat Oct 17, 2009 9:40 am

Re: [r3508] Projectiles "clip through" steps

Post by Edward-san »

About this, fire a rocket to the stairs, freeze, go to the stairs, unfreeze, dead!
Gez
 
 
Posts: 17943
Joined: Fri Jul 06, 2007 3:22 pm

Re: [r3508] Projectiles "clip through" steps

Post by Gez »

What do you mean? You impact on your own rockets now?
User avatar
NightFright
Spotlight Team
Posts: 1379
Joined: Fri May 02, 2008 12:29 pm
Location: Germany

Re: [r3508] Projectiles "clip through" steps

Post by NightFright »

But hey, this is an awesome cheat. You stand under a window, shoot straight forward, the rocket would travel up automatically, through the window, then down again (or it stays up in the air?) and hit anyone on the other side. Better then any mouselook, jumping or hack could ever do. ;)
Gez
 
 
Posts: 17943
Joined: Fri Jul 06, 2007 3:22 pm

Re: [r3508] Projectiles "clip through" steps

Post by Gez »

Not down again, no.
Edward-san
Posts: 1774
Joined: Sat Oct 17, 2009 9:40 am

Re: [r3508] Projectiles "clip through" steps

Post by Edward-san »

Gez wrote:What do you mean? You impact on your own rockets now?
Yeah (before the new fix btw).
Post Reply

Return to “Closed Bugs [GZDoom]”