mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-22 20:21:26 +00:00
Use ZatPoint(actor)
This commit is contained in:
parent
3e28b195ce
commit
24f6f1297a
1 changed files with 6 additions and 6 deletions
|
@ -4150,14 +4150,14 @@ bool DLevelScript::DoCheckActorTexture(int tid, AActor *activator, int string, b
|
|||
|
||||
if (ff->flags & FF_SOLID &&
|
||||
secpic.isNull() &&
|
||||
z >= ff->top.plane->ZatPoint(actor->X(), actor->Y()))
|
||||
z >= ff->top.plane->ZatPoint(actor))
|
||||
{ // This is the highest solid floor beneath our feet
|
||||
secpic = *ff->top.texture;
|
||||
}
|
||||
else if (!(ff->flags & FF_SOLID) &&
|
||||
tex == TexMan[*ff->top.texture] &&
|
||||
z <= ff->top.plane->ZatPoint(actor->X(), actor->Y()) &&
|
||||
z >= ff->bottom.plane->ZatPoint(actor->X(), actor->Y()))
|
||||
z <= ff->top.plane->ZatPoint(actor) &&
|
||||
z >= ff->bottom.plane->ZatPoint(actor))
|
||||
{ // Having your feet within a liquid counts as being "on" it
|
||||
return true;
|
||||
}
|
||||
|
@ -4180,14 +4180,14 @@ bool DLevelScript::DoCheckActorTexture(int tid, AActor *activator, int string, b
|
|||
|
||||
if (ff->flags & FF_SOLID &&
|
||||
secpic.isNull() &&
|
||||
z <= ff->bottom.plane->ZatPoint(actor->X(), actor->Y()))
|
||||
z <= ff->bottom.plane->ZatPoint(actor))
|
||||
{ // This is the lowest solid ceiling above our eyes
|
||||
secpic = *ff->top.texture;
|
||||
}
|
||||
else if (!(ff->flags & FF_SOLID) &&
|
||||
tex == TexMan[*ff->bottom.texture] &&
|
||||
z <= ff->top.plane->ZatPoint(actor->X(), actor->Y()) &&
|
||||
z >= ff->bottom.plane->ZatPoint(actor->X(), actor->Y()))
|
||||
z <= ff->top.plane->ZatPoint(actor) &&
|
||||
z >= ff->bottom.plane->ZatPoint(actor))
|
||||
{ // Having your eyes within a liquid counts as being "under" it
|
||||
return true;
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue