[r3508] Projectiles "clip through" steps

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Expand view Topic review: [r3508] Projectiles "clip through" steps

Re: [r3508] Projectiles "clip through" steps

by Edward-san » Tue Apr 03, 2012 10:02 am

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

Re: [r3508] Projectiles "clip through" steps

by Gez » Tue Apr 03, 2012 9:15 am

Not down again, no.

Re: [r3508] Projectiles "clip through" steps

by NightFright » Tue Apr 03, 2012 9:12 am

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. ;)

Re: [r3508] Projectiles "clip through" steps

by Gez » Tue Apr 03, 2012 9:09 am

What do you mean? You impact on your own rockets now?

Re: [r3508] Projectiles "clip through" steps

by Edward-san » Tue Apr 03, 2012 9:05 am

About this, fire a rocket to the stairs, freeze, go to the stairs, unfreeze, dead!

Re: [r3508] Projectiles "clip through" steps

by NightFright » Tue Apr 03, 2012 9:00 am

And I was starting to wonder why all of a sudden my plasmaballs are able to travel up stairs... :)

Re: [r3508] Projectiles "clip through" steps

by Gez » Tue Apr 03, 2012 7:09 am

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.

[r3508] Projectiles "clip through" steps

by Xaser » Tue Apr 03, 2012 12:24 am

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

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