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- Applied Thomas's patch to fix physics with non-solid polyobjs, but adjusted it to work with 3D mid textures as well (at least as well as I could).
SVN r3320 (trunk)
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@ -21,6 +21,7 @@
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#include "tables.h"
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#include "tables.h"
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#include "s_sndseq.h"
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#include "s_sndseq.h"
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#include "a_sharedglobal.h"
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#include "a_sharedglobal.h"
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#include "p_3dmidtex.h"
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#include "p_lnspec.h"
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#include "p_lnspec.h"
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#include "r_data/r_interpolate.h"
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#include "r_data/r_interpolate.h"
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#include "g_level.h"
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#include "g_level.h"
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@ -1291,6 +1292,22 @@ bool FPolyObj::CheckMobjBlocking (side_t *sd)
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checker.Push (mobj);
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checker.Push (mobj);
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if ((mobj->flags&MF_SOLID) && !(mobj->flags&MF_NOCLIP))
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if ((mobj->flags&MF_SOLID) && !(mobj->flags&MF_NOCLIP))
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{
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{
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fixed_t top = -INT_MAX, bottom = INT_MAX;
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bool above;
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// [TN] Check wether this actor gets blocked by the line.
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if(!(ld->flags & (ML_BLOCKING|ML_BLOCKEVERYTHING))
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&& !(ld->flags & ML_BLOCK_PLAYERS && mobj->player)
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&& !(ld->flags & ML_BLOCKMONSTERS && mobj->flags3 & MF3_ISMONSTER)
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&& !((mobj->flags & MF_FLOAT) && (ld->flags & ML_BLOCK_FLOATERS))
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&& (!(ld->flags & ML_3DMIDTEX) ||
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(!P_LineOpening_3dMidtex(mobj, ld, bottom, top, &above) &&
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(mobj->z + mobj->height < bottom)
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) || (above && mobj->z > mobj->floorz))
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)
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{
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continue;
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}
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FBoundingBox box(mobj->x, mobj->y, mobj->radius);
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FBoundingBox box(mobj->x, mobj->y, mobj->radius);
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if (box.Right() <= ld->bbox[BOXLEFT]
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if (box.Right() <= ld->bbox[BOXLEFT]
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