Only run fallback traversal for bounce and slide for gameplay important objects
Mostly to prevent issues with objects such as mine explosion particles and other visual effects from spamming traversals
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parent
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commit
15b83e9fc3
1 changed files with 37 additions and 31 deletions
68
src/p_map.c
68
src/p_map.c
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@ -3439,25 +3439,28 @@ void P_SlideMove(mobj_t *mo, TryMoveResult_t *result)
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if (bestslideline == NULL)
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{
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if (cv_showgremlins.value)
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if (K_IsMissileOrKartItem(mo))
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{
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// debug
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mobj_t*x = P_SpawnMobj(mo->x, mo->y, mo->z, MT_THOK);
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x->frame = FF_FULLBRIGHT | FF_ADD;
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x->renderflags = RF_ALWAYSONTOP;
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x->color = SKINCOLOR_RED;
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if (cv_showgremlins.value)
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{
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// debug
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mobj_t*x = P_SpawnMobj(mo->x, mo->y, mo->z, MT_THOK);
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x->frame = FF_FULLBRIGHT | FF_ADD;
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x->renderflags = RF_ALWAYSONTOP;
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x->color = SKINCOLOR_RED;
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CONS_Printf(
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"SLIDE GREMLIN: leveltime=%u x=%f y=%f z=%f",
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leveltime,
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FixedToFloat(mo->x),
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FixedToFloat(mo->y),
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FixedToFloat(mo->z)
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);
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CONS_Printf(
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"SLIDE GREMLIN: leveltime=%u x=%f y=%f z=%f",
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leveltime,
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FixedToFloat(mo->x),
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FixedToFloat(mo->y),
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FixedToFloat(mo->z)
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);
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}
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// We were not succesful, try the old version.
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P_SlideMoveOLD(mo);
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}
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// We were not succesful, try the old version.
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P_SlideMoveOLD(mo);
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return;
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}
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@ -4201,24 +4204,27 @@ void P_BounceMove(mobj_t *mo, TryMoveResult_t *result)
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if (bestslideline == NULL)
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{
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if (cv_showgremlins.value)
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if (K_IsMissileOrKartItem(mo))
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{
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// debug
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mobj_t*x = P_SpawnMobj(mo->x, mo->y, mo->z, MT_THOK);
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x->frame = FF_FULLBRIGHT | FF_ADD;
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x->renderflags = RF_ALWAYSONTOP;
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x->color = SKINCOLOR_RED;
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if (cv_showgremlins.value)
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{
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// debug
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mobj_t*x = P_SpawnMobj(mo->x, mo->y, mo->z, MT_THOK);
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x->frame = FF_FULLBRIGHT | FF_ADD;
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x->renderflags = RF_ALWAYSONTOP;
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x->color = SKINCOLOR_RED;
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CONS_Printf(
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"BOUNCE GREMLIN: leveltime=%u x=%f y=%f z=%f\n",
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leveltime,
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FixedToFloat(mo->x),
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FixedToFloat(mo->y),
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FixedToFloat(mo->z));
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CONS_Printf(
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"BOUNCE GREMLIN: leveltime=%u x=%f y=%f z=%f\n",
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leveltime,
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FixedToFloat(mo->x),
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FixedToFloat(mo->y),
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FixedToFloat(mo->z));
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}
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// We were not succesful, try the old version.
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P_BounceMoveOLD(mo);
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}
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// We were not succesful, try the old version.
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P_BounceMoveOLD(mo);
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return;
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}
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