Conflicts:
	src/actor.h
This commit is contained in:
Christoph Oelckers 2016-01-17 22:16:27 +01:00
commit 3f34083e88
30 changed files with 417 additions and 279 deletions

View file

@ -433,7 +433,7 @@ void P_PlayerInSpecialSector (player_t *player, sector_t * sector)
{
// Falling, not all the way down yet?
sector = player->mo->Sector;
if (player->mo->z != sector->floorplane.ZatPoint (player->mo->x, player->mo->y)
if (player->mo->z != sector->floorplane.ZatPoint(player->mo)
&& !player->mo->waterlevel)
{
return;
@ -510,7 +510,7 @@ static void DoSectorDamage(AActor *actor, sector_t *sec, int amount, FName type,
if (!(flags & DAMAGE_PLAYERS) && actor->player != NULL)
return;
if (!(flags & DAMAGE_IN_AIR) && actor->z != sec->floorplane.ZatPoint(actor->x, actor->y) && !actor->waterlevel)
if (!(flags & DAMAGE_IN_AIR) && actor->z != sec->floorplane.ZatPoint(actor) && !actor->waterlevel)
return;
if (protectClass != NULL)
@ -547,8 +547,8 @@ void P_SectorDamage(int tag, int amount, FName type, const PClass *protectClass,
{
next = actor->snext;
// Only affect actors touching the 3D floor
fixed_t z1 = sec->floorplane.ZatPoint(actor->x, actor->y);
fixed_t z2 = sec->ceilingplane.ZatPoint(actor->x, actor->y);
fixed_t z1 = sec->floorplane.ZatPoint(actor);
fixed_t z2 = sec->ceilingplane.ZatPoint(actor);
if (z2 < z1)
{
// Account for Vavoom-style 3D floors
@ -2318,7 +2318,7 @@ void DPusher::Tick ()
}
else // special water sector
{
ht = hsec->floorplane.ZatPoint (thing->x, thing->y);
ht = hsec->floorplane.ZatPoint(thing);
if (thing->z > ht) // above ground
{
xspeed = m_Xmag; // full force
@ -2347,7 +2347,7 @@ void DPusher::Tick ()
{ // special water sector
floor = &hsec->floorplane;
}
if (thing->z > floor->ZatPoint (thing->x, thing->y))
if (thing->z > floor->ZatPoint(thing))
{ // above ground
xspeed = yspeed = 0; // no force
}