- Fixed: When setting up a deep water sector with Transfer_Heights the floorclip
information of all actors in the sector needs to be updated. SVN r1600 (trunk)
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11 changed files with 49 additions and 59 deletions
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@ -681,13 +681,13 @@ sightcounts[0]++;
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// killough 4/19/98: make fake floors and ceilings block monster view
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if ((s1->heightsec && !(s1->heightsec->MoreFlags & SECF_IGNOREHEIGHTSEC) &&
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if ((s1->GetHeightSec() &&
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((t1->z + t1->height <= s1->heightsec->floorplane.ZatPoint (t1->x, t1->y) &&
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t2->z >= s1->heightsec->floorplane.ZatPoint (t2->x, t2->y)) ||
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(t1->z >= s1->heightsec->ceilingplane.ZatPoint (t1->x, t1->y) &&
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t2->z + t1->height <= s1->heightsec->ceilingplane.ZatPoint (t2->x, t2->y))))
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(s2->heightsec && !(s2->heightsec->MoreFlags & SECF_IGNOREHEIGHTSEC) &&
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(s2->GetHeightSec() &&
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((t2->z + t2->height <= s2->heightsec->floorplane.ZatPoint (t2->x, t2->y) &&
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t1->z >= s2->heightsec->floorplane.ZatPoint (t1->x, t1->y)) ||
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(t2->z >= s2->heightsec->ceilingplane.ZatPoint (t2->x, t2->y) &&
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