vanilla bugfix for wall climbing on edge of polys (#3358)

* vanilla bugfix for wall climbing on edge of polys

* rename missed vars

* add CVar toggle
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krm01 2023-11-05 10:07:44 -08:00 committed by GitHub
parent f1f04a5583
commit 127f2651df
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2 changed files with 51 additions and 0 deletions

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@ -1047,6 +1047,8 @@ void DrawEnhancementsMenu() {
"Fixes an incorrect calculation that acted like water underneath ground was above it.");
UIWidgets::PaddedEnhancementCheckbox("Fix Bush Item Drops", "gBushDropFix", true, false);
UIWidgets::Tooltip("Fixes the bushes to drop items correctly rather than spawning undefined items.");
UIWidgets::PaddedEnhancementCheckbox("Fix falling from vine edges", "gFixVineFall", true, false);
UIWidgets::Tooltip("Prevents immediately falling off climbable surfaces if climbing on the edges.");
ImGui::EndMenu();
}

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@ -10101,6 +10101,55 @@ void func_80847BA0(PlayState* play, Player* this) {
D_808535F0 = func_80041DB8(&play->colCtx, this->actor.wallPoly, this->actor.wallBgId);
if (CVarGetInteger("gFixVineFall", 0)) {
/* This fixes the "started climbing a wall and then immediately fell off" bug.
* The main idea is if a climbing wall is detected, double-check that it will
* still be valid once climbing begins by doing a second raycast with a small
* margin to make sure it still hits a climbable poly. Then update the flags
* in D_808535F0 again and proceed as normal.
*/
if (D_808535F0 & 8) {
Vec3f checkPosA;
Vec3f checkPosB;
f32 yawCos;
f32 yawSin;
s32 hitWall;
/* Angle the raycast slightly out towards the side based on the angle of
* attack the player takes coming at the climb wall. This is necessary because
* the player's XZ position actually wobbles very slightly while climbing
* due to small rounding errors in the sin/cos lookup tables. This wobble
* can cause wall checks while climbing to be slightly left or right of
* the wall check to start the climb. By adding this buffer it accounts for
* any possible wobble. The end result is the player has to be further than
* some epsilon distance from the edge of the climbing poly to actually
* start the climb. I divide it by 2 to make that epsilon slightly smaller,
* mainly for visuals. Using the full sp9A leaves a noticeable gap on
* the edges that can't be climbed. But with the half distance it looks like
* the player is climbing right on the edge, and still works.
*/
yawCos = Math_CosS(this->actor.wallYaw - (sp9A / 2) + 0x8000);
yawSin = Math_SinS(this->actor.wallYaw - (sp9A / 2) + 0x8000);
checkPosA.x = this->actor.world.pos.x + (-20.0f * yawSin);
checkPosA.z = this->actor.world.pos.z + (-20.0f * yawCos);
checkPosB.x = this->actor.world.pos.x + (50.0f * yawSin);
checkPosB.z = this->actor.world.pos.z + (50.0f * yawCos);
checkPosB.y = checkPosA.y = this->actor.world.pos.y + 26.0f;
hitWall = BgCheck_EntityLineTest1(&play->colCtx, &checkPosA, &checkPosB,
&D_80858AA8, &spA0, true, false, false, true, &sp9C);
if (hitWall) {
this->actor.wallPoly = spA0;
this->actor.wallBgId = sp9C;
this->actor.wallYaw = Math_Atan2S(spA0->normal.z, spA0->normal.x);
sp9A = this->actor.shape.rot.y - (s16)(this->actor.wallYaw + 0x8000);
D_808535F0 = func_80041DB8(&play->colCtx, this->actor.wallPoly, this->actor.wallBgId);
}
}
}
D_80853608 = ABS(sp9A);
sp9A = this->currentYaw - (s16)(this->actor.wallYaw + 0x8000);