- made P_AimLineAttack work through sector portals.
Note: Test output not removed yet!
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c160121f45
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f5fd0df077
16 changed files with 466 additions and 334 deletions
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@ -210,7 +210,7 @@ void P_LineOpening (FLineOpening &open, AActor *actor, const line_t *linedef,
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open.floorpic = front->GetTexture(sector_t::floor);
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open.floorterrain = front->GetTerrain(sector_t::floor);
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if (bf != FIXED_MIN) open.lowfloor = bf;
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else
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else if (!(flags & FFCF_NODROPOFF))
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{
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// We must check through the portal for the actual dropoff.
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// If there's no lines in the lower sections we'd never get a usable value otherwise.
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@ -224,7 +224,7 @@ void P_LineOpening (FLineOpening &open, AActor *actor, const line_t *linedef,
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open.floorpic = back->GetTexture(sector_t::floor);
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open.floorterrain = back->GetTerrain(sector_t::floor);
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if (ff != FIXED_MIN) open.lowfloor = ff;
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else
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else if (!(flags & FFCF_NODROPOFF))
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{
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// We must check through the portal for the actual dropoff.
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// If there's no lines in the lower sections we'd never get a usable value otherwise.
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@ -264,7 +264,8 @@ void P_LineOpening (FLineOpening &open, AActor *actor, const line_t *linedef,
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open.abovemidtex = open.touchmidtex = false;
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}
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open.range = open.top - open.bottom;
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// avoid overflows in the opening.
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open.range = (fixed_t)MIN<QWORD>((QWORD)open.top - open.bottom, FIXED_MAX);
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}
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