- 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)
This commit is contained in:
Christoph Oelckers 2009-05-23 10:21:33 +00:00
commit 273758344f
11 changed files with 49 additions and 59 deletions

View file

@ -1347,14 +1347,9 @@ void R_ProjectSprite (AActor *thing, int fakeside)
// from the viewer, by either water or fake ceilings
// killough 4/11/98: improve sprite clipping for underwater/fake ceilings
heightsec = thing->Sector->heightsec;
heightsec = thing->Sector->GetHeightSec();
if (heightsec != NULL && heightsec->MoreFlags & SECF_IGNOREHEIGHTSEC)
{
heightsec = NULL;
}
if (heightsec) // only clip things which are in special sectors
if (heightsec != NULL) // only clip things which are in special sectors
{
if (fakeside == FAKED_AboveCeiling)
{
@ -2356,12 +2351,7 @@ void R_ProjectParticle (particle_t *particle, const sector_t *sector, int shade,
return;
// Clip particles above the ceiling or below the floor.
heightsec = sector->heightsec;
if (heightsec != NULL && heightsec->MoreFlags & SECF_IGNOREHEIGHTSEC)
{
heightsec = NULL;
}
heightsec = sector->GetHeightSec();
const secplane_t *topplane;
const secplane_t *botplane;