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- fixed floorclipping checks for 3D floors.
Neither the setup nor the in-game checks were correct, because this code comes from a time where ceilings could not have a terrain, meaning that 3D floors couldn't have one.
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commit
55390b2403
1 changed files with 28 additions and 8 deletions
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@ -4892,22 +4892,37 @@ void AActor::AdjustFloorClip ()
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double shallowestclip = INT_MAX;
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const msecnode_t *m;
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// possibly standing on a 3D-floor
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if (Sector->e->XFloor.ffloors.Size() && Z() > Sector->floorplane.ZatPoint(this)) Floorclip = 0;
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// [RH] clip based on shallowest floor player is standing on
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// If the sector has a deep water effect, then let that effect
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// do the floorclipping instead of the terrain type.
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for (m = touching_sectorlist; m; m = m->m_tnext)
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{
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DVector3 pos = PosRelative(m->m_sector);
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sector_t *hsec = m->m_sector->GetHeightSec();
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if (hsec == NULL && m->m_sector->floorplane.ZatPoint (pos) == Z())
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sector_t* hsec = m->m_sector->GetHeightSec();
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if (hsec == NULL)
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{
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double clip = Terrains[m->m_sector->GetTerrain(sector_t::floor)].FootClip;
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if (clip < shallowestclip)
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if (m->m_sector->floorplane.ZatPoint(pos) == Z())
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{
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shallowestclip = clip;
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double clip = Terrains[m->m_sector->GetTerrain(sector_t::floor)].FootClip;
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if (clip < shallowestclip)
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{
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shallowestclip = clip;
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}
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}
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else
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{
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for (auto& ff : m->m_sector->e->XFloor.ffloors)
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{
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if ((ff->flags & FF_SOLID) && (ff->flags & FF_EXISTS) && ff->top.plane->ZatPoint(pos) == Z())
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{
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double clip = Terrains[ff->top.model->GetTerrain(ff->top.isceiling)].FootClip;
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if (clip < shallowestclip)
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{
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shallowestclip = clip;
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}
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}
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}
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}
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}
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}
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@ -5503,6 +5518,11 @@ AActor *P_SpawnMapThing (FMapThing *mthing, int position)
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else if (sz == ONCEILINGZ)
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mobj->AddZ(-mthing->pos.Z);
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if (mobj->flags2 & MF2_FLOORCLIP)
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{
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mobj->AdjustFloorClip();
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}
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mobj->SpawnPoint = mthing->pos;
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mobj->SpawnAngle = mthing->angle;
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mobj->SpawnFlags = mthing->flags;
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