- In P_SpawnMapThing(), pass the same flags to P_FindFloorCeiling() as the respawn functions do.
- Rename FFCF_3DMIDTEXRESTRICT to FF_3DRESTRICT and make it work with 3D floors too. SVN r3562 (trunk)
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7 changed files with 13 additions and 13 deletions
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@ -203,13 +203,13 @@ void P_GetFloorCeilingZ(FCheckPosition &tmf, int flags)
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if (ff_top > tmf.floorz)
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{
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if (ff_top < tmf.z || (tmf.thing != NULL && ff_bottom < tmf.z && ff_top < tmf.z + tmf.thing->MaxStepHeight))
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if (ff_top <= tmf.z || (!(flags && FFCF_3DRESTRICT) && (tmf.thing != NULL && ff_bottom < tmf.z && ff_top < tmf.z + tmf.thing->MaxStepHeight)))
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{
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tmf.dropoffz = tmf.floorz = ff_top;
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tmf.floorpic = *rover->top.texture;
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}
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}
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if (ff_bottom < tmf.ceilingz && ff_bottom > tmf.z + tmf.thing->height)
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if (ff_bottom <= tmf.ceilingz && ff_bottom > tmf.z + tmf.thing->height)
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{
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tmf.ceilingz = ff_bottom;
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tmf.ceilingpic = *rover->bottom.texture;
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@ -235,7 +235,7 @@ void P_FindFloorCeiling (AActor *actor, int flags)
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if (flags & FFCF_ONLYSPAWNPOS)
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{
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flags |= FFCF_3DMIDTEXRESTRICT;
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flags |= FFCF_3DRESTRICT;
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}
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if (!(flags & FFCF_ONLYSPAWNPOS))
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{
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