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* Updated to ZDoom r3111:
- Fixed: Spawning things abuve a 3D midtexture did not provess the 'is above midtexture' state properly. - Fixed: When teleporting an actor the destination must be checked with the new z position, not the old one. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@1180 b0f79afe-0144-0410-b225-9a4edf0717df
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6 changed files with 29 additions and 10 deletions
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@ -148,10 +148,12 @@ static bool PIT_FindFloorCeiling (line_t *ld, const FBoundingBox &box, FCheckPos
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tmf.floorz = open.bottom;
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tmf.floorsector = open.bottomsec;
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tmf.touchmidtex = open.touchmidtex;
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tmf.abovemidtex = open.abovemidtex;
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}
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else if (open.bottom == tmf.floorz)
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{
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tmf.touchmidtex |= open.touchmidtex;
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tmf.abovemidtex |= open.abovemidtex;
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}
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if (open.lowfloor < tmf.dropoffz)
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@ -250,6 +252,7 @@ void P_FindFloorCeiling (AActor *actor, bool onlyspawnpos)
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FBoundingBox box(tmf.x, tmf.y, actor->radius);
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tmf.touchmidtex = false;
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tmf.abovemidtex = false;
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validcount++;
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FBlockLinesIterator it(box);
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@ -262,7 +265,7 @@ void P_FindFloorCeiling (AActor *actor, bool onlyspawnpos)
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if (tmf.touchmidtex) tmf.dropoffz = tmf.floorz;
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if (!onlyspawnpos || (tmf.touchmidtex && (tmf.floorz <= actor->z)))
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if (!onlyspawnpos || (tmf.abovemidtex && (tmf.floorz <= actor->z)))
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{
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actor->floorz = tmf.floorz;
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actor->dropoffz = tmf.dropoffz;
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@ -314,6 +317,8 @@ bool P_TeleportMove (AActor *thing, fixed_t x, fixed_t y, fixed_t z, bool telefr
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tmf.x = x;
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tmf.y = y;
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tmf.z = z;
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tmf.touchmidtex = false;
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tmf.abovemidtex = false;
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P_GetFloorCeilingZ(tmf, true);
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spechit.Clear ();
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@ -325,10 +330,14 @@ bool P_TeleportMove (AActor *thing, fixed_t x, fixed_t y, fixed_t z, bool telefr
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FBlockLinesIterator it(box);
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line_t *ld;
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// P_LineOpening requires the thing's z to be the destination ín order to work.
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fixed_t savedz = thing->z;
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thing->z = z;
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while ((ld = it.Next()))
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{
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PIT_FindFloorCeiling(ld, box, tmf);
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}
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thing->z = savedz;
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if (tmf.touchmidtex) tmf.dropoffz = tmf.floorz;
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@ -768,11 +777,13 @@ bool PIT_CheckLine (line_t *ld, const FBoundingBox &box, FCheckPosition &tm)
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tm.floorsector = open.bottomsec;
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tm.floorpic = open.floorpic;
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tm.touchmidtex = open.touchmidtex;
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tm.abovemidtex = open.abovemidtex;
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tm.thing->BlockingLine = ld;
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}
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else if (open.bottom == tm.floorz)
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{
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tm.touchmidtex |= open.touchmidtex;
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tm.abovemidtex |= open.abovemidtex;
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}
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if (open.lowfloor < tm.dropoffz)
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@ -1258,6 +1269,7 @@ bool P_CheckPosition (AActor *thing, fixed_t x, fixed_t y, FCheckPosition &tm)
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tm.ceilingpic = newsec->GetTexture(sector_t::ceiling);
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tm.ceilingsector = newsec;
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tm.touchmidtex = false;
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tm.abovemidtex = false;
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//Added by MC: Fill the tmsector.
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tm.sector = newsec;
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@ -2864,7 +2876,8 @@ bool aim_t::AimTraverse3DFloors(const divline_t &trace, intercept_t * in)
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nextsector=NULL;
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nexttopplane=nextbottomplane=NULL;
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if(li->frontsector->e->XFloor.ffloors.Size() || li->backsector->e->XFloor.ffloors.Size())
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if (li->backsector == NULL) return true; // shouldn't really happen but crashed once for me...
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if (li->frontsector->e->XFloor.ffloors.Size() || li->backsector->e->XFloor.ffloors.Size())
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{
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int frontflag;
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F3DFloor* rover;
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