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Merge branch 'master' of https://github.com/rheit/zdoom
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commit
054dd8e5d9
2 changed files with 14 additions and 0 deletions
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@ -4439,6 +4439,9 @@ AActor *P_LinePickActor(AActor *t1, DAngle angle, double distance, DAngle pitch,
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TData.Caller = t1;
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TData.Caller = t1;
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TData.hitGhosts = true;
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TData.hitGhosts = true;
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TData.MThruSpecies = false;
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TData.ThruActors = false;
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TData.ThruSpecies = false;
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if (Trace(t1->PosAtZ(shootz), t1->Sector, direction, distance,
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if (Trace(t1->PosAtZ(shootz), t1->Sector, direction, distance,
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actorMask, wallMask, t1, trace, TRACE_NoSky | TRACE_PortalRestrict, CheckForActor, &TData))
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actorMask, wallMask, t1, trace, TRACE_NoSky | TRACE_PortalRestrict, CheckForActor, &TData))
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@ -1327,6 +1327,17 @@ void FPolyObj::RecalcActorFloorCeil(FBoundingBox bounds) const
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while ((actor = it.Next()) != NULL)
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while ((actor = it.Next()) != NULL)
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{
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{
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// skip everything outside the bounding box.
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if (actor->X() + actor->radius <= bounds.Left() ||
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actor->X() - actor->radius >= bounds.Right() ||
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actor->Y() + actor->radius <= bounds.Bottom() ||
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actor->Y() - actor->radius >= bounds.Top())
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{
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continue;
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}
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// Todo: Be a little more thorough with what gets altered here
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// because this can dislocate a lot of items that were spawned on
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// the lower side of a sector boundary.
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P_FindFloorCeiling(actor);
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P_FindFloorCeiling(actor);
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}
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}
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}
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}
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