The fix now takes reverse gravity platform step-up into account properly.

This commit is contained in:
toasterbabe 2016-06-06 20:53:29 +01:00
parent 60dd8dab3c
commit 7c0eee6ff1

View file

@ -2013,13 +2013,14 @@ static void P_AdjustMobjFloorZ_FFloors(mobj_t *mo, sector_t *sector, UINT8 motyp
delta1 = mo->z - (bottomheight + ((topheight - bottomheight)/2));
delta2 = thingtop - (bottomheight + ((topheight - bottomheight)/2));
if (topheight > mo->floorz && abs(delta1) < abs(delta2)
&& !(rover->flags & FF_REVERSEPLATFORM))
&& !(rover->flags & FF_REVERSEPLATFORM)
&& ((P_MobjFlip(mo)*mo->momz < 0) || (!(rover->flags & FF_PLATFORM)))) // In reverse gravity, only clip for FOFs that are intangible from their bottom (the "top" you're falling through) if you're coming from above ("below" in your frame of reference)
{
mo->floorz = topheight;
}
if (bottomheight < mo->ceilingz && abs(delta1) >= abs(delta2)
&& !(rover->flags & FF_PLATFORM)
&& ((mo->momz > 0) || (!(rover->flags & FF_REVERSEPLATFORM)))) // Only clip for FOFs that are intangible from the top if you're coming from below
&& ((P_MobjFlip(mo)*mo->momz > 0) || (!(rover->flags & FF_REVERSEPLATFORM)))) // In normal gravity, only clip for FOFs that are intangible from the top if you're coming from below
{
mo->ceilingz = bottomheight;
}