- Fixed: In P_LineOpening_3dMidtex(), set the floorpic or ceilingpic to the 3D midtex if it

alters the opening. This fixes things such as removing a projectile when it hits a 3D midtex
  instead of exploding it because the real floor or ceiling is sky.

SVN r3490 (trunk)
This commit is contained in:
Randy Heit 2012-03-29 05:09:56 +00:00
commit c445f684fc
4 changed files with 23 additions and 14 deletions

View file

@ -1195,8 +1195,9 @@ bool FPolyObj::CheckMobjBlocking (side_t *sd)
checker.Push (mobj);
if ((mobj->flags&MF_SOLID) && !(mobj->flags&MF_NOCLIP))
{
fixed_t top = -INT_MAX, bottom = INT_MAX;
bool above;
FLineOpening open;
open.top = -INT_MAX;
open.bottom = INT_MAX;
// [TN] Check wether this actor gets blocked by the line.
if (ld->backsector != NULL &&
!(ld->flags & (ML_BLOCKING|ML_BLOCKEVERYTHING))
@ -1204,9 +1205,9 @@ bool FPolyObj::CheckMobjBlocking (side_t *sd)
&& !(ld->flags & ML_BLOCKMONSTERS && mobj->flags3 & MF3_ISMONSTER)
&& !((mobj->flags & MF_FLOAT) && (ld->flags & ML_BLOCK_FLOATERS))
&& (!(ld->flags & ML_3DMIDTEX) ||
(!P_LineOpening_3dMidtex(mobj, ld, bottom, top, &above) &&
(mobj->z + mobj->height < bottom)
) || (above && mobj->z > mobj->floorz))
(!P_LineOpening_3dMidtex(mobj, ld, open) &&
(mobj->z + mobj->height < open.bottom)
) || (open.abovemidtex && mobj->z > mobj->floorz))
)
{
continue;