Make CheckActor*Texture also consider swimmable 3D floors

An actor standing within a swimmable floor whose ceiling texture is X
and on a solid floor whose texture is Y will now be reported as standing
on both.
This commit is contained in:
Eevee (Lexy Munroe) 2015-11-11 07:04:04 -08:00
parent 81b3f48792
commit 1ab9d15481

View file

@ -4140,16 +4140,26 @@ bool DLevelScript::DoCheckActorTexture(int tid, AActor *activator, int string, b
if (floor)
{
fixed_t z = actor->z;
// Looking through planes from top to bottom
for (i = 0; i < numff; ++i)
{
F3DFloor *ff = sec->e->XFloor.ffloors[i];
if (!(ff->flags & FF_EXISTS))
continue;
if ((ff->flags & (FF_EXISTS | FF_SOLID)) == (FF_EXISTS | FF_SOLID) &&
actor->Z() >= ff->top.plane->ZatPoint(actor))
{ // This floor is beneath our feet.
if (ff->flags & FF_SOLID &&
secpic.isNull() &&
z >= ff->top.plane->ZatPoint(actor->X(), actor->Y()))
{ // This is the highest solid floor beneath our feet
secpic = *ff->top.texture;
break;
}
else if (ff->flags & FF_SWIMMABLE &&
tex == TexMan[*ff->top.texture] &&
z <= ff->top.plane->ZatPoint(actor->x, actor->y) &&
z >= ff->bottom.plane->ZatPoint(actor->x, actor->y))
{ // Having your feet within a liquid count as being "on" it
return true;
}
}
if (i == numff)
@ -4165,11 +4175,21 @@ bool DLevelScript::DoCheckActorTexture(int tid, AActor *activator, int string, b
{
F3DFloor *ff = sec->e->XFloor.ffloors[i];
if ((ff->flags & (FF_EXISTS | FF_SOLID)) == (FF_EXISTS | FF_SOLID) &&
z <= ff->bottom.plane->ZatPoint(actor))
{ // This floor is above our eyes.
secpic = *ff->bottom.texture;
break;
if (!(ff->flags & FF_EXISTS))
continue;
if (ff->flags & FF_SOLID &&
secpic.isNull() &&
z <= ff->bottom.plane->ZatPoint(actor->X(), actor->Y()))
{ // This is the lowest solid ceiling above our eyes
secpic = *ff->top.texture;
}
else if (ff->flags & FF_SWIMMABLE &&
tex == TexMan[*ff->bottom.texture] &&
z <= ff->top.plane->ZatPoint(actor->X(), actor->Y()) &&
z >= ff->bottom.plane->ZatPoint(actor->X(), actor->Y()))
{ // Having your eyes within a liquid count as being "under" it
return true;
}
}
if (i < 0)