- 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

@ -302,12 +302,16 @@ void FTraceInfo::Setup3DFloors()
if (rover->flags&FF_SWIMMABLE && Results->Crossed3DWater == NULL)
{
if (Check3DFloorPlane(rover, false))
{
// only consider if the plane is above the actual floor.
if (rover->top.plane->ZatPoint(Results->HitPos) > bf)
{
Results->Crossed3DWater = rover;
Results->Crossed3DWaterPos = Results->HitPos;
Results->Distance = 0;
}
}
}
if (!(rover->flags&FF_SHOOTTHROUGH))
{
@ -765,6 +769,9 @@ bool FTraceInfo::TraceTraverse (int ptflags)
if ((rover->flags & FF_EXISTS) && (rover->flags&FF_SWIMMABLE))
{
if (Check3DFloorPlane(rover, false))
{
// only consider if the plane is above the actual floor.
if (rover->top.plane->ZatPoint(Results->HitPos) > CurSector->floorplane.ZatPoint(Results->HitPos))
{
Results->Crossed3DWater = rover;
Results->Crossed3DWaterPos = Results->HitPos;
@ -772,6 +779,7 @@ bool FTraceInfo::TraceTraverse (int ptflags)
}
}
}
}
lastsplashsector = CurSector->sectornum;
}