- fixed a few oversights.
- switched p_buildmap to use the floating point variants of the linedef/sector init methods.
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c2e2910399
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7 changed files with 77 additions and 89 deletions
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@ -2122,12 +2122,12 @@ bool P_TryMove(AActor *thing, const DVector2 &pos,
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// it slopes or the player's eyes are bobbing in and out.
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bool oldAboveFakeFloor, oldAboveFakeCeiling;
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double _viewheight = thing->player ? thing->player->viewheight : thing->Height / 2;
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double viewheight = thing->player ? thing->player->viewheight : thing->Height / 2;
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oldAboveFakeFloor = oldAboveFakeCeiling = false; // pacify GCC
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if (oldsec->heightsec)
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{
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double eyez = oldz + FIXED2DBL(viewheight);
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double eyez = oldz + viewheight;
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oldAboveFakeFloor = eyez > oldsec->heightsec->floorplane.ZatPoint(thing);
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oldAboveFakeCeiling = eyez > oldsec->heightsec->ceilingplane.ZatPoint(thing);
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@ -2333,7 +2333,7 @@ bool P_TryMove(AActor *thing, const DVector2 &pos,
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if (newsec->heightsec && oldsec->heightsec && newsec->SecActTarget)
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{
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const sector_t *hs = newsec->heightsec;
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double eyez = thing->Z() + FIXED2DBL(viewheight);
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double eyez = thing->Z() + viewheight;
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double fakez = hs->floorplane.ZatPoint(pos);
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if (!oldAboveFakeFloor && eyez > fakez)
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