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Fixed the problem with the reverseplatform_clipping branch that caused springs to fall through platforms, as tested by Wolfs in TD.
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1 changed files with 2 additions and 2 deletions
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@ -2017,13 +2017,13 @@ static void P_AdjustMobjFloorZ_FFloors(mobj_t *mo, sector_t *sector, UINT8 motyp
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delta2 = thingtop - (bottomheight + ((topheight - bottomheight)/2));
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if (topheight > mo->floorz && abs(delta1) < abs(delta2)
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&& !(rover->flags & FF_REVERSEPLATFORM)
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&& ((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)
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&& ((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)
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{
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mo->floorz = topheight;
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}
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if (bottomheight < mo->ceilingz && abs(delta1) >= abs(delta2)
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&& !(rover->flags & FF_PLATFORM)
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&& ((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
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&& ((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
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{
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mo->ceilingz = bottomheight;
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}
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