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Momentum Mod - Standalone Source Movement Speedrunning (READ README)
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Pain markers are rotated when going through a portal that rotates #1797

Closed hexaflexahexagon closed 2 weeks ago

hexaflexahexagon commented 2 years ago

Describe the bug

Jumping through a portal that rotates the player (changes their view as if they moved the mouse) will consequently re-orient their painmarkers. E.g. if portal 1 is facing north, portal 2 is facing south, doing a stickyjump through portal 1 will result in your pain markers snapping 180 degrees upon exiting portal 2.

How To Reproduce

  1. Load bhop_tripportals
  2. Step onto any of the blocks
  3. Turn around and do a stickyjump through the portal infront of you
  4. Notice the painmarkers

Issue Map

Any with portals oriented this way, but bhop_tripportals is an official map that the issue can be replicated on

Expected Behavior

painmarkers move as expected

Operating System

windows 10

Renderer

DX11 (default)

Gocnak commented 2 years ago

Pain markers are drawn from the origin of the damage. I'm not really sure what this issue is, you being teleported through a portal would absolutely affect it as if you rotated your view manually with your mouse.

There's no real way to make damage indicators relative in this case. I'm feeling like this is a won't fix/working as intended.

hexaflexahexagon commented 2 years ago

the issue is just that it "looks weird," nothing actually wrong since it does make sense currently if you sit back and actually think it through. i figured it wouldn't be too difficult to add 180 degrees of offset when going through a portal to all active markers or something along those lines, but if that's not feasible maybe we should not bother with this. I'd rather keep it open and add the blocked tag than a "wontfix" though, it does look incredibly strange when you first notice it on a seamless portal. (on the off chance someone has a good idea on mitigating this in 2 years from now)

lvaness commented 2 years ago

If we had any kind of event firing on portal traversal that specified the portal's plane, the exit point and the angle of rotation it should be possible to come up with the dummy point that represents the expected angle

Gocnak commented 2 weeks ago

Closing, I think the only time this is going to be an actual issue will be if you're standing right at the edge of a portal and blasting through it. Damage HUD is for when you're detonating / getting hit, and its data loses its value quickly after that happens, so rotating is fine.