- Changed: For actors not being spawned on the floor P_FindFloorCeiling should

be used to prevent them from dropping through 3DMIDTEX textures.
- Fixed: AMageStaffFX2::IsOkayToAttack overwrote the projectile's angle variable. 

SVN r970 (trunk)
This commit is contained in:
Christoph Oelckers 2008-05-14 07:45:40 +00:00
commit 6dbdcf5f60
5 changed files with 22 additions and 10 deletions

View file

@ -163,7 +163,7 @@ static bool PIT_FindFloorCeiling (line_t *ld, const FBoundingBox &box, FCheckPos
//
//==========================================================================
void P_FindFloorCeiling (AActor *actor)
void P_FindFloorCeiling (AActor *actor, bool onlymidtex)
{
sector_t *sec;
FCheckPosition tmf;
@ -194,13 +194,16 @@ void P_FindFloorCeiling (AActor *actor)
if (tmf.touchmidtex) tmf.dropoffz = tmf.floorz;
actor->floorz = tmf.floorz;
actor->dropoffz = tmf.dropoffz;
actor->ceilingz = tmf.ceilingz;
actor->floorpic = tmf.floorpic;
actor->floorsector = tmf.floorsector;
actor->ceilingpic = tmf.ceilingpic;
actor->ceilingsector = tmf.ceilingsector;
if (!onlymidtex || (tmf.touchmidtex && (tmf.floorz < actor->z)))
{
actor->floorz = tmf.floorz;
actor->dropoffz = tmf.dropoffz;
actor->ceilingz = tmf.ceilingz;
actor->floorpic = tmf.floorpic;
actor->floorsector = tmf.floorsector;
actor->ceilingpic = tmf.ceilingpic;
actor->ceilingsector = tmf.ceilingsector;
}
}
//