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- fixed: For allowing an unblocking move, PIT_CheckThing used the wrong actor's position. This was causing monster pile-ups with moving ceilings.
- don't let P_PushUp move any actors with the same z as the pushing actor. This should solve most monster pile-ups, but the entire logic here needs some serious rethinking. The only reason this doesn't cause more problems is some fudging in several other places.
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1 changed files with 2 additions and 2 deletions
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@ -1140,7 +1140,7 @@ bool PIT_CheckThing(FMultiBlockThingsIterator &it, FMultiBlockThingsIterator::Ch
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DVector3 oldpos = tm.thing->PosRelative(thing);
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// Both actors already overlap. To prevent them from remaining stuck allow the move if it
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// takes them further apart or the move does not change the position (when called from P_ChangeSector.)
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if (oldpos.X == thing->X() && oldpos.Y == thing->Y())
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if (tm.pos.X == tm.thing->X() && tm.pos.Y == tm.thing->Y())
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{
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unblocking = true;
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}
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@ -5487,7 +5487,7 @@ void P_FindAboveIntersectors(AActor *actor)
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// not what is wanted here.
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continue;
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}
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if (thing->Z() >= actor->Z() &&
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if (thing->Z() > actor->Z() &&
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thing->Z() <= actor->Top())
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{ // Thing intersects above the base
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intersectors.Push(thing);
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