Merge branch 'Dev' into Stable

This commit is contained in:
ChocoTaco 2024-02-19 01:04:32 -05:00
commit 21540e1634
2 changed files with 15 additions and 9 deletions

View file

@ -2459,7 +2459,7 @@ function deleteNonSCtFObjects()
$TypeMasks::TurretObjectType | $TypeMasks::VehicleObjectType | $TypeMasks::StaticShapeObjectType); //For FF: $TypeMasks::ForceFieldObjectType
while ((%obj = containerSearchNext()) != 0)
{
if(%obj.Datablock !$= "flag" && %obj.Datablock !$= "RepairKit" && %obj.Datablock !$= "RepairPatch") //Dont delete these...
if(%obj.Datablock !$= "flag" && %obj.Datablock !$= "RepairKit" && %obj.Datablock !$= "RepairPatch" && %obj.Datablock !$= "ExteriorFlagStand" && %obj.Datablock !$= "InteriorFlagStand" && %obj.Datablock !$= "NexusBase") //Dont delete these...
{
%deleteList[%c] = %obj;
%c++;

View file

@ -57,19 +57,25 @@ package flagFix{
activatePackage(flagFix);
function DefaultGame::flagColTest(%game, %flag){
if( !%flag.isHome ){// keeps flags from getting stuck in ceilings
//flag ceiling check
if( !%flag.isHome ){
%flag.stuckChkTimer += $flagSimTime;
if(%flag.stuckChkTimer > $flagStuckTime){
%fpos = %flag.getPosition();
%upRay = containerRayCast(%fpos, vectorAdd(%fpos,"0 0 2.4"), $TypeMasks::InteriorObjectType | $TypeMasks::StaticObjectType | $TypeMasks::ForceFieldObjectType, %flag);
if(%upRay){
%dist = vectorDist(%fpos,getWords(%upRay,1,3));
//error(%dist);
%flag.setPosition(vectorSub(%fpos,"0 0" SPC (2.5 - %dist)));
if(%flag.stuckChkTimer > $flagStuckTime){ // rate limit are checks
if(vectorLen(%flag.getVelocity()) < 2){ // only check if we are not at speed
%fpos = %flag.getPosition();
//0.1 offset any fp errors with the flag position being at ground level, 2.4 offset flag height offset + some extra
%upRay = containerRayCast(vectorAdd(%fpos,"0 0 0.1"), vectorAdd(%fpos,"0 0 2.4"), $TypeMasks::InteriorObjectType | $TypeMasks::StaticTSObjectType | $TypeMasks::ForceFieldObjectType, %flag);
if(%upRay){
%dist = vectorDist(%fpos,getWords(%upRay,1,3));
//error(%dist);
%flag.setPosition(vectorSub(%fpos,"0 0" SPC (2.5 - %dist)));
}
}
%flag.stuckChkTimer = 0;
}
}
////////////////////////////////////////////////////////////////////////////////
//flag collision check
%Box2 = %flag.getWorldBox();
InitContainerRadiusSearch( %flag.getWorldBoxCenter(), $flagCheckRadius, $TypeMasks::PlayerObjectType);
while((%player = containerSearchNext()) != 0){