- floatified FLineOpening.
- some smaller fixes.
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2cf3b20ea8
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22 changed files with 182 additions and 151 deletions
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@ -1191,8 +1191,8 @@ bool FPolyObj::CheckMobjBlocking (side_t *sd)
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if ((mobj->flags&MF_SOLID) && !(mobj->flags&MF_NOCLIP))
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{
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FLineOpening open;
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open.top = INT_MAX;
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open.bottom = -INT_MAX;
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open.top = LINEOPEN_MAX;
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open.bottom = LINEOPEN_MIN;
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// [TN] Check wether this actor gets blocked by the line.
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if (ld->backsector != NULL &&
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!(ld->flags & (ML_BLOCKING|ML_BLOCKEVERYTHING))
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@ -1201,7 +1201,7 @@ bool FPolyObj::CheckMobjBlocking (side_t *sd)
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&& !((mobj->flags & MF_FLOAT) && (ld->flags & ML_BLOCK_FLOATERS))
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&& (!(ld->flags & ML_3DMIDTEX) ||
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(!P_LineOpening_3dMidtex(mobj, ld, open) &&
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(mobj->_f_Top() < open.top)
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(mobj->Top() < open.top)
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) || (open.abovemidtex && mobj->Z() > mobj->floorz))
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)
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{
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@ -1233,7 +1233,7 @@ bool FPolyObj::CheckMobjBlocking (side_t *sd)
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// Best use the one facing the player and ignore the back side.
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if (ld->sidedef[1] != NULL)
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{
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int side = P_PointOnLineSidePrecise(mobj->_f_X(), mobj->_f_Y(), ld);
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int side = P_PointOnLineSidePrecise(mobj->Pos(), ld);
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if (ld->sidedef[side] != sd)
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{
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continue;
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