- fixed: Terrain splashes could be generated for 3D floors that were below the sector's actual floor.

This commit is contained in:
Christoph Oelckers 2016-08-14 20:52:13 +02:00
parent 9dd458030e
commit a0d66be6e9
1 changed files with 14 additions and 6 deletions

View File

@ -303,9 +303,13 @@ void FTraceInfo::Setup3DFloors()
{ {
if (Check3DFloorPlane(rover, false)) if (Check3DFloorPlane(rover, false))
{ {
Results->Crossed3DWater = rover; // only consider if the plane is above the actual floor.
Results->Crossed3DWaterPos = Results->HitPos; if (rover->top.plane->ZatPoint(Results->HitPos) > bf)
Results->Distance = 0; {
Results->Crossed3DWater = rover;
Results->Crossed3DWaterPos = Results->HitPos;
Results->Distance = 0;
}
} }
} }
@ -766,9 +770,13 @@ bool FTraceInfo::TraceTraverse (int ptflags)
{ {
if (Check3DFloorPlane(rover, false)) if (Check3DFloorPlane(rover, false))
{ {
Results->Crossed3DWater = rover; // only consider if the plane is above the actual floor.
Results->Crossed3DWaterPos = Results->HitPos; if (rover->top.plane->ZatPoint(Results->HitPos) > CurSector->floorplane.ZatPoint(Results->HitPos))
Results->Distance = 0; {
Results->Crossed3DWater = rover;
Results->Crossed3DWaterPos = Results->HitPos;
Results->Distance = 0;
}
} }
} }
} }