- fixed: 3D floor ceiling calculation didn't take into account that an actor's top may just be slightly inside a 3D floor and returned the next highest one instead.
For floors this change is deliberately not done because it might cause problems with the movement code.
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4 changed files with 17 additions and 21 deletions
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@ -4184,12 +4184,12 @@ bool DLevelScript::DoCheckActorTexture(int tid, AActor *activator, int string, b
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if (floor)
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{
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actor->Sector->NextLowestFloorAt(actor, actor->Z(), 0, &resultsec, &resffloor);
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actor->Sector->NextLowestFloorAt(actor->X(), actor->Y(), actor->Z(), 0, actor->MaxStepHeight, &resultsec, &resffloor);
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secpic = resffloor ? *resffloor->top.texture : resultsec->planes[sector_t::floor].Texture;
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}
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else
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{
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actor->Sector->NextHighestCeilingAt(actor, actor->Top(), 0, &resultsec, &resffloor);
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actor->Sector->NextHighestCeilingAt(actor->X(), actor->Y(), actor->Z(), actor->Top(), 0, &resultsec, &resffloor);
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secpic = resffloor ? *resffloor->bottom.texture : resultsec->planes[sector_t::ceiling].Texture;
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}
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return tex == TexMan[secpic];
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