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Fix occasionally running into an invisible wall around slopes
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parent
3644d4d883
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79fedf91a0
1 changed files with 2 additions and 8 deletions
10
src/p_mobj.c
10
src/p_mobj.c
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@ -754,10 +754,7 @@ fixed_t P_GetFloorZ(mobj_t *mobj, sector_t *sector, fixed_t x, fixed_t y, line_t
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testy += y;
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// If the highest point is in the sector, then we have it easy! Just get the Z at that point
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if (R_PointInSubsector(testx, testy)->sector == sector
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// The following line is a hack to fix a bug where an object pops down on the frame its highest corner re-enters the sloped sector.
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|| R_PointInSubsector(testx+mobj->momx, testy+mobj->momy)->sector == sector
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)
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if (R_PointInSubsector(testx, testy)->sector == sector)
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return P_GetZAt(slope, testx, testy);
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// If we're just testing for base sector location (no collision line), just go for the center's spot...
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@ -889,10 +886,7 @@ fixed_t P_GetCeilingZ(mobj_t *mobj, sector_t *sector, fixed_t x, fixed_t y, line
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testy += y;
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// If the lowest point is in the sector, then we have it easy! Just get the Z at that point
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if (R_PointInSubsector(testx, testy)->sector == sector
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// The following line is a hack to fix a bug where an object pops down on the frame its highest corner re-enters the sloped sector.
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|| R_PointInSubsector(testx+mobj->momx, testy+mobj->momy)->sector == sector
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)
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if (R_PointInSubsector(testx, testy)->sector == sector)
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return P_GetZAt(slope, testx, testy);
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// If we're just testing for base sector location (no collision line), just go for the center's spot...
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