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Fix testing from cursor/camera position for SRB2
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2 changed files with 3 additions and 3 deletions
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@ -791,7 +791,7 @@ namespace CodeImp.DoomBuilder.Editing
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playerStartPosition = start.Position;
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//everything should be valid, let's move player start here
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start.Move(new Vector3D(mousemappos.x, mousemappos.y, s.FloorHeight));
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start.Move(new Vector3D(mousemappos.x, mousemappos.y, 0));
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General.Map.UndoRedo.IgnorePropChanges = oldignorepropchanges;
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}
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@ -223,7 +223,7 @@ namespace CodeImp.DoomBuilder.VisualModes
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if(nearestsector != null)
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{
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int sectorheight = nearestsector.CeilHeight - nearestsector.FloorHeight;
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if(sectorheight < 41)
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if(sectorheight < 48)
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posz = nearestsector.FloorHeight + Math.Max(16, sectorheight / 2);
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else if(General.Map.VisualCamera.Position.z < nearestsector.FloorHeight + 41)
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posz = nearestsector.FloorHeight + 41; // same as in doom
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@ -360,7 +360,7 @@ namespace CodeImp.DoomBuilder.VisualModes
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}
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//41 = player's height in Doom. Is that so in all other games as well?
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if(s.CeilHeight - s.FloorHeight < 41)
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if(s.CeilHeight - s.FloorHeight < 48)
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{
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General.MainWindow.DisplayStatus(StatusType.Warning, "Can't test from current position: sector is too low!");
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return false;
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