- added a few more direct native entry points.

This commit is contained in:
Christoph Oelckers 2018-11-29 00:27:09 +01:00
commit f43f0b9bd4
12 changed files with 97 additions and 75 deletions

View file

@ -323,7 +323,7 @@ void P_GetFloorCeilingZ(FCheckPosition &tmf, int flags)
F3DFloor *ffc, *fff;
tmf.ceilingz = NextHighestCeilingAt(sec, tmf.pos.X, tmf.pos.Y, tmf.pos.Z, tmf.pos.Z + tmf.thing->Height, flags, &tmf.ceilingsector, &ffc);
tmf.floorz = tmf.dropoffz = sec->NextLowestFloorAt(tmf.pos.X, tmf.pos.Y, tmf.pos.Z, flags, tmf.thing->MaxStepHeight, &tmf.floorsector, &fff);
tmf.floorz = tmf.dropoffz = NextLowestFloorAt(sec, tmf.pos.X, tmf.pos.Y, tmf.pos.Z, flags, tmf.thing->MaxStepHeight, &tmf.floorsector, &fff);
if (fff)
{
@ -1798,8 +1798,8 @@ bool P_CheckPosition(AActor *thing, const DVector2 &pos, FCheckPosition &tm, boo
else
{
// With noclip2, we must ignore 3D floors and go right to the uppermost ceiling and lowermost floor.
tm.floorz = tm.dropoffz = newsec->LowestFloorAt(pos, &tm.floorsector);
tm.ceilingz = newsec->HighestCeilingAt(pos, &tm.ceilingsector);
tm.floorz = tm.dropoffz = LowestFloorAt(newsec, pos.X, pos.Y, &tm.floorsector);
tm.ceilingz = HighestCeilingAt(newsec, pos.X, pos.Y, &tm.ceilingsector);
tm.floorpic = tm.floorsector->GetTexture(sector_t::floor);
tm.floorterrain = tm.floorsector->GetTerrain(sector_t::floor);
tm.ceilingpic = tm.ceilingsector->GetTexture(sector_t::ceiling);