Fix testing from cursor/camera position for SRB2

This commit is contained in:
spherallic 2023-05-26 14:20:25 +02:00
parent 5b9dc62dde
commit 8bbf6b716a
2 changed files with 3 additions and 3 deletions

View file

@ -791,7 +791,7 @@ namespace CodeImp.DoomBuilder.Editing
playerStartPosition = start.Position;
//everything should be valid, let's move player start here
start.Move(new Vector3D(mousemappos.x, mousemappos.y, s.FloorHeight));
start.Move(new Vector3D(mousemappos.x, mousemappos.y, 0));
General.Map.UndoRedo.IgnorePropChanges = oldignorepropchanges;
}

View file

@ -223,7 +223,7 @@ namespace CodeImp.DoomBuilder.VisualModes
if(nearestsector != null)
{
int sectorheight = nearestsector.CeilHeight - nearestsector.FloorHeight;
if(sectorheight < 41)
if(sectorheight < 48)
posz = nearestsector.FloorHeight + Math.Max(16, sectorheight / 2);
else if(General.Map.VisualCamera.Position.z < nearestsector.FloorHeight + 41)
posz = nearestsector.FloorHeight + 41; // same as in doom
@ -360,7 +360,7 @@ namespace CodeImp.DoomBuilder.VisualModes
}
//41 = player's height in Doom. Is that so in all other games as well?
if(s.CeilHeight - s.FloorHeight < 41)
if(s.CeilHeight - s.FloorHeight < 48)
{
General.MainWindow.DisplayStatus(StatusType.Warning, "Can't test from current position: sector is too low!");
return false;