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- fixed: The initial check for ceiling and floor portals must be done when the trace's start position and its sector has been calculated. SightCheck::init is too early for that.
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1 changed files with 15 additions and 9 deletions
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@ -97,6 +97,7 @@ class SightCheck
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int Flags;
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divline_t trace;
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int portaldir;
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int portalgroup;
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bool portalfound;
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unsigned int myseethrough;
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@ -127,15 +128,6 @@ public:
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portalfound = false;
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myseethrough = FF_SEETHROUGH;
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if (portaldir != sector_t::floor && !t1->Sector->PortalBlocksSight(sector_t::ceiling))
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{
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portals.Push({ 0, topslope, bottomslope, sector_t::ceiling, t1->Sector->SkyBoxes[sector_t::ceiling]->Sector->PortalGroup });
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}
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if (portaldir != sector_t::ceiling && !t1->Sector->PortalBlocksSight(sector_t::floor))
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{
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portals.Push({ 0, topslope, bottomslope, sector_t::floor, t1->Sector->SkyBoxes[sector_t::floor]->Sector->PortalGroup });
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}
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}
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};
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@ -620,6 +612,7 @@ bool SightCheck::P_SightPathTraverse ()
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// for FF_SEETHROUGH the following rule applies:
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// If the viewer is in an area without FF_SEETHROUGH he can only see into areas without this flag
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// If the viewer is in an area with FF_SEETHROUGH he can only see into areas with this flag
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bool checkfloor = true, checkceiling = true;
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for(unsigned int i=0;i<lastsector->e->XFloor.ffloors.Size();i++)
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{
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F3DFloor* rover = lastsector->e->XFloor.ffloors[i];
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@ -629,6 +622,9 @@ bool SightCheck::P_SightPathTraverse ()
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fixed_t ff_bottom=rover->bottom.plane->ZatPoint(sightstart);
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fixed_t ff_top=rover->top.plane->ZatPoint(sightstart);
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if (sightstart.z < ff_top) checkceiling = false;
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if (sightstart.z >= ff_bottom) checkfloor = false;
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if (sightstart.z < ff_top && sightstart.z >= ff_bottom)
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{
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myseethrough = rover->flags & FF_SEETHROUGH;
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@ -636,6 +632,16 @@ bool SightCheck::P_SightPathTraverse ()
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}
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}
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// We also must check if the starting sector contains portals, and start sight checks in those as well.
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if (portaldir != sector_t::floor && checkceiling && !lastsector->PortalBlocksSight(sector_t::ceiling))
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{
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portals.Push({ 0, topslope, bottomslope, sector_t::ceiling, lastsector->SkyBoxes[sector_t::ceiling]->Sector->PortalGroup });
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}
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if (portaldir != sector_t::ceiling && checkfloor && !lastsector->PortalBlocksSight(sector_t::floor))
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{
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portals.Push({ 0, topslope, bottomslope, sector_t::floor, lastsector->SkyBoxes[sector_t::floor]->Sector->PortalGroup });
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}
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if ( ((x1-bmaporgx)&(MAPBLOCKSIZE-1)) == 0)
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x1 += FRACUNIT; // don't side exactly on a line
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if ( ((y1-bmaporgy)&(MAPBLOCKSIZE-1)) == 0)
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