- untested partial refactoring of P_CheckPosition.
(This is just a safety commit before doing some more extensive behind-the-scenes refactoring.) Notable changes here: * use the same logic for determining whether a 3D floor is 'below' or 'above' the actor as all the other functions. * removed the broken code which tried to detect whether an actor was touching a steep slope. Better use P_LineOpening to find the correct planes and store the results. * improved detection whether the slopes on both sides of a plane are identical, using the same data as for steep slope detection.
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6 changed files with 123 additions and 126 deletions
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@ -294,7 +294,9 @@ bool P_LineOpening_3dMidtex(AActor *thing, const line_t *linedef, FLineOpening &
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open.abovemidtex = true;
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open.floorpic = linedef->sidedef[0]->GetTexture(side_t::mid);
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open.floorterrain = TerrainTypes[open.floorpic];
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open.frontfloorplane.SetAtHeight(tt, sector_t::floor);
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open.backfloorplane.SetAtHeight(tt, sector_t::floor);
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}
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// returns true if it touches the midtexture
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return (abs(thing->Z() - tt) <= thing->MaxStepHeight);
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