From 8f8ec3b344b1ef3f26c201ff9af08f720f3e728a Mon Sep 17 00:00:00 2001 From: Marisa Kirisame Date: Fri, 20 Nov 2020 22:14:37 +0100 Subject: [PATCH] Fix height transfers being unconditionally treated as underwater. --- language.version | 2 +- zscript/swwm_player.zsc | 4 +--- 2 files changed, 2 insertions(+), 4 deletions(-) diff --git a/language.version b/language.version index 2ef4b04bb..bb7229e63 100644 --- a/language.version +++ b/language.version @@ -1,2 +1,2 @@ [default] -SWWM_MODVER="\chSWWM \czGZ\c- \cw0.9.11b-pre r629 \cu(Fri 20 Nov 21:20:26 CET 2020)"; +SWWM_MODVER="\chSWWM \czGZ\c- \cw0.9.11b-pre r630 \cu(Fri 20 Nov 22:14:37 CET 2020)"; diff --git a/zscript/swwm_player.zsc b/zscript/swwm_player.zsc index ba8a5460d..f34655299 100644 --- a/zscript/swwm_player.zsc +++ b/zscript/swwm_player.zsc @@ -401,7 +401,7 @@ Class Demolitionist : PlayerPawn Sector headregion = null; if ( CurSector.moreflags&Sector.SECMF_UNDERWATER ) // check underwater sector headregion = CurSector; - else if ( CurSector.heightsec ) // check height transfer + else if ( CurSector.heightsec && (Cursector.heightsec.moreflags&Sector.SECMF_UNDERWATER) ) // check height transfer { let hsec = CurSector.heightsec; double fh = hsec.floorplane.ZAtPoint(pos.xy); @@ -423,9 +423,7 @@ Class Demolitionist : PlayerPawn double ff_top = ff.top.ZAtPoint(pos.xy); if ( (ff_top <= pos.z) || (ff_bottom > centerpos.z) ) continue; if ( headpos.z <= ff_top ) - { headregion = ff.model; - } break; } }