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* Updated to ZDoom r2342:
- fixed: Heretic's 666 lower floor must be of type LowerToHighest unlike Doom which is LowerToLowest. - restored original Doom behavior for hitscans to only check actors which have their center in the blockmap cells being checked, compatibility optioned by COMPATF_HITSCAN. - added a Boom (strict) compatibility mode. - Restored some original Doom behavior that received complaints from users: * reactivated the old sliding against diagonal walls code and compatibility optioned it with COMPATF_WALLRUN. * re-added the original hitscan checking code using a cross-section of the actor instead of the bounding box, compatibility optioned with COMPATF_HITSCAN. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@804 b0f79afe-0144-0410-b225-9a4edf0717df
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15 changed files with 266 additions and 182 deletions
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@ -1156,10 +1156,10 @@ static bool CheckMobjBlocking (seg_t *seg, FPolyObj *po)
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ld = seg->linedef;
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top = (ld->bbox[BOXTOP]-bmaporgy+MAXRADIUS)>>MAPBLOCKSHIFT;
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bottom = (ld->bbox[BOXBOTTOM]-bmaporgy-MAXRADIUS)>>MAPBLOCKSHIFT;
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left = (ld->bbox[BOXLEFT]-bmaporgx-MAXRADIUS)>>MAPBLOCKSHIFT;
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right = (ld->bbox[BOXRIGHT]-bmaporgx+MAXRADIUS)>>MAPBLOCKSHIFT;
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top = (ld->bbox[BOXTOP]-bmaporgy) >> MAPBLOCKSHIFT;
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bottom = (ld->bbox[BOXBOTTOM]-bmaporgy) >> MAPBLOCKSHIFT;
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left = (ld->bbox[BOXLEFT]-bmaporgx) >> MAPBLOCKSHIFT;
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right = (ld->bbox[BOXRIGHT]-bmaporgx) >> MAPBLOCKSHIFT;
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blocked = false;
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checker.Clear();
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