]> git.rm.cloudns.org Git - xonotic/darkplaces.git/commitdiff
Q1BSP: add a workaround cvar for the Rogue lava men, use it when playing Rogue
authorbones_was_here <bones_was_here@xonotic.au>
Sat, 27 Apr 2024 20:30:37 +0000 (06:30 +1000)
committerbones_was_here <bones_was_here@xonotic.au>
Thu, 2 May 2024 22:18:10 +0000 (08:18 +1000)
This doesn't fix them, it just changes the behaviour of the map bug so
that they're stuck like in the original Quake engine. Fixing them
properly requires moving them, a .ent file is convenient for that.

Closes https://github.com/DarkPlacesEngine/darkplaces/issues/109

Signed-off-by: bones_was_here <bones_was_here@xonotic.au>
cmd.c
model_brush.c

diff --git a/cmd.c b/cmd.c
index 3e35b336b9c3d3914385336289152e111895a95d..b67179b5719cc25ae8b4f387ce25cdba8b1ceb48 100644 (file)
--- a/cmd.c
+++ b/cmd.c
@@ -632,8 +632,11 @@ static void Cmd_Exec(cmd_state_t *cmd, const char *filename)
                                );
                        break;
                // rogue mission pack has a guardian boss that does not wake up if findradius returns one of the entities around its spawn area
+               // On r2m3 3 of the 4 monster_lava_man are placed in solid clips so droptofloor() moves them to a lower level if tracebox can
+               // move them out of solid, if it can't they're stuck (original behaviour), only proper fix is to move them with a .ent file.
                case GAME_ROGUE:
                        Cbuf_InsertText(cmd, "\n"
+"mod_q1bsp_traceoutofsolid 0\n"
 "sv_gameplayfix_blowupfallenzombies 0\n"
 "sv_gameplayfix_findradiusdistancetobox 0\n"
 "sv_gameplayfix_grenadebouncedownslopes 0\n"
index 83645cf378d7d047127867ff040f65bace29908b..f07da5065bed0076bb25af3402dc1ac78de3b96a 100644 (file)
@@ -61,6 +61,7 @@ cvar_t mod_q3shader_force_terrain_alphaflag = {CF_CLIENT, "mod_q3shader_force_te
 cvar_t mod_q2bsp_littransparentsurfaces = {CF_CLIENT, "mod_q2bsp_littransparentsurfaces", "0", "allows lighting on rain in 3v3gloom3 and other cases of transparent surfaces that have lightmaps that were ignored by quake2"};
 
 cvar_t mod_q1bsp_polygoncollisions = {CF_CLIENT | CF_SERVER, "mod_q1bsp_polygoncollisions", "0", "disables use of precomputed cliphulls and instead collides with polygons (uses Bounding Interval Hierarchy optimizations)"};
+cvar_t mod_q1bsp_traceoutofsolid = {CF_SHARED, "mod_q1bsp_traceoutofsolid", "1", "enables tracebox to move an entity that's stuck in solid brushwork out to empty space, 1 matches FTEQW and QSS and is required by many community maps (items/monsters will be missing otherwise), 0 matches old versions of DP and the original Quake engine (if your map or QC needs 0 it's buggy)"};
 cvar_t mod_q1bsp_zero_hullsize_cutoff = {CF_CLIENT | CF_SERVER, "mod_q1bsp_zero_hullsize_cutoff", "3", "bboxes with an X dimension smaller than this will use the smallest cliphull (0x0x0) instead of being rounded up to the player cliphull (32x32x56) in Q1BSP, or crouching player (32x32x36) in HLBSP"};
 
 cvar_t mod_bsp_portalize = {CF_CLIENT, "mod_bsp_portalize", "1", "enables portal generation from BSP tree (may take several seconds per map), used by r_drawportals, r_useportalculling, r_shadow_realtime_dlight_portalculling, r_shadow_realtime_world_compileportalculling"};
@@ -112,6 +113,7 @@ void Mod_BrushInit(void)
        Cvar_RegisterVariable(&mod_q3shader_force_addalpha);
        Cvar_RegisterVariable(&mod_q3shader_force_terrain_alphaflag);
        Cvar_RegisterVariable(&mod_q1bsp_polygoncollisions);
+       Cvar_RegisterVariable(&mod_q1bsp_traceoutofsolid);
        Cvar_RegisterVariable(&mod_q1bsp_zero_hullsize_cutoff);
        Cvar_RegisterVariable(&mod_recalculatenodeboxes);
 
@@ -760,7 +762,7 @@ static int Mod_Q1BSP_RecursiveHullCheck(RecursiveHullCheckTraceInfo_t *t, int nu
                        // recurse both sides, front side first
                        ret = Mod_Q1BSP_RecursiveHullCheck(t, node->children[p1side], p1f, midf, p1, mid);
                        // if this side is not empty, return what it is (solid or done)
-                       if (ret != HULLCHECKSTATE_EMPTY && !t->trace->allsolid)
+                       if (ret != HULLCHECKSTATE_EMPTY && (!t->trace->allsolid || !mod_q1bsp_traceoutofsolid.integer))
                                return ret;
 
                        ret = Mod_Q1BSP_RecursiveHullCheck(t, node->children[p2side], midf, p2f, mid, p2);