- 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.
This commit is contained in:
Christoph Oelckers 2016-04-27 02:13:35 +02:00
commit fab38d092b
2 changed files with 40 additions and 2 deletions

View file

@ -790,7 +790,7 @@ void P_LineOpening_XFloors (FLineOpening &open, AActor * thing, const line_t *li
lowestceilingsec = j == 0 ? linedef->frontsector : linedef->backsector;
}
if(ff_top > highestfloor && delta1 < delta2 && (!restrict || thing->Z() >= ff_top))
if(ff_top > highestfloor && delta1 <= delta2 && (!restrict || thing->Z() >= ff_top))
{
highestfloor = ff_top;
highestfloorpic = *rover->top.texture;