- clear spechit before leaving P_CheckPosition.

Otherwise this may contain residual data from the last call.
One can only hope that this doesn't cause other side effects - this entire code is one horrendous mess of bad ideas.
This commit is contained in:
Christoph Oelckers 2018-11-09 19:06:54 +01:00 committed by drfrag666
parent 484a44a0be
commit 709a573355

View file

@ -1818,6 +1818,10 @@ bool P_CheckPosition(AActor *thing, const DVector2 &pos, FCheckPosition &tm, boo
tm.abovemidtex = false;
validcount++;
// Remove all old entries before returning.
spechit.Clear();
portalhit.Clear();
if ((thing->flags & MF_NOCLIP) && !(thing->flags & MF_SKULLFLY))
return true;
@ -1895,13 +1899,15 @@ bool P_CheckPosition(AActor *thing, const DVector2 &pos, FCheckPosition &tm, boo
// being considered for collision with the player.
validcount++;
// Clear out any residual garbage left behind by PIT_CheckThing induced recursions etc.
spechit.Clear();
portalhit.Clear();
thing->BlockingMobj = NULL;
thing->Height = realHeight;
if (actorsonly || (thing->flags & MF_NOCLIP))
return (thing->BlockingMobj = thingblocker) == NULL;
spechit.Clear();
portalhit.Clear();
FMultiBlockLinesIterator it(pcheck, pos.X, pos.Y, thing->Z(), thing->Height, thing->radius, newsec);
FMultiBlockLinesIterator::CheckResult lcres;