Reflect new coelckers/gzdoom#732 changes
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8d3b24452a
commit
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2 changed files with 12 additions and 12 deletions
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@ -400,10 +400,10 @@ Class BioGel : Actor
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else if ( BlockingFloor )
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else if ( BlockingFloor )
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{
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{
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// find closest 3d floor for its normal
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// find closest 3d floor for its normal
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for ( int i=0; i<CurSector.extended.ffloors.Size(); i++ )
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for ( int i=0; i<CurSector.Get3DFloorCount(); i++ )
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{
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{
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if ( !(CurSector.extended.ffloors[i].top.ZAtPoint(pos.xy) ~== floorz) ) continue;
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if ( !(CurSector.Get3DFloor(i).top.ZAtPoint(pos.xy) ~== floorz) ) continue;
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ff = CurSector.extended.ffloors[i];
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ff = CurSector.Get3DFLoor(i);
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break;
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break;
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}
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}
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if ( ff ) normal = -ff.top.Normal;
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if ( ff ) normal = -ff.top.Normal;
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@ -420,10 +420,10 @@ Class BioGel : Actor
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else if ( BlockingCeiling )
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else if ( BlockingCeiling )
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{
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{
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// find closest 3d floor for its normal
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// find closest 3d floor for its normal
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for ( int i=0; i<CurSector.extended.ffloors.Size(); i++ )
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for ( int i=0; i<CurSector.Get3DFloorCount(); i++ )
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{
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{
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if ( !(CurSector.extended.ffloors[i].bottom.ZAtPoint(pos.xy) ~== ceilingz) ) continue;
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if ( !(CurSector.Get3DFloor(i).bottom.ZAtPoint(pos.xy) ~== ceilingz) ) continue;
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ff = CurSector.extended.ffloors[i];
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ff = CurSector.Get3DFloor(i);
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break;
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break;
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}
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}
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if ( ff ) normal = -ff.bottom.Normal;
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if ( ff ) normal = -ff.bottom.Normal;
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@ -241,10 +241,10 @@ Class FlakChunk : Actor
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if ( BlockingFloor )
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if ( BlockingFloor )
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{
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{
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// find closest 3d floor for its normal
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// find closest 3d floor for its normal
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for ( int i=0; i<CurSector.extended.ffloors.Size(); i++ )
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for ( int i=0; i<CurSector.Get3DFloorCount(); i++ )
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{
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{
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if ( !(CurSector.extended.ffloors[i].top.ZAtPoint(pos.xy) ~== floorz) ) continue;
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if ( !(CurSector.Get3DFloor(i).top.ZAtPoint(pos.xy) ~== floorz) ) continue;
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ff = CurSector.extended.ffloors[i];
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ff = CurSector.Get3DFloor(i);
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break;
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break;
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}
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}
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if ( ff ) HitNormal = -ff.top.Normal;
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if ( ff ) HitNormal = -ff.top.Normal;
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@ -253,10 +253,10 @@ Class FlakChunk : Actor
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else if ( BlockingCeiling )
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else if ( BlockingCeiling )
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{
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{
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// find closest 3d floor for its normal
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// find closest 3d floor for its normal
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for ( int i=0; i<CurSector.extended.ffloors.Size(); i++ )
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for ( int i=0; i<CurSector.Get3DFloorCount(); i++ )
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{
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{
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if ( !(CurSector.extended.ffloors[i].bottom.ZAtPoint(pos.xy) ~== ceilingz) ) continue;
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if ( !(CurSector.Get3DFloor(i).bottom.ZAtPoint(pos.xy) ~== ceilingz) ) continue;
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ff = CurSector.extended.ffloors[i];
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ff = CurSector.Get3DFloor(i);
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break;
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break;
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}
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}
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if ( ff ) HitNormal = -ff.bottom.Normal;
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if ( ff ) HitNormal = -ff.bottom.Normal;
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