- fixed: P_LineOpening could miss a 3D floor if an actor was centered right against its side.
- restored the original 3D floor code to retrieve the current floor in P_CheckPosition. The portal aware version was a bit too strict and could place the actor on the wrong side when moving at high speeds.
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2 changed files with 40 additions and 2 deletions
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@ -790,7 +790,7 @@ void P_LineOpening_XFloors (FLineOpening &open, AActor * thing, const line_t *li
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lowestceilingsec = j == 0 ? linedef->frontsector : linedef->backsector;
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}
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if(ff_top > highestfloor && delta1 < delta2 && (!restrict || thing->Z() >= ff_top))
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if(ff_top > highestfloor && delta1 <= delta2 && (!restrict || thing->Z() >= ff_top))
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{
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highestfloor = ff_top;
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highestfloorpic = *rover->top.texture;
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