Use ZatPoint(actor)

This commit is contained in:
Eevee (Lexy Munroe) 2016-01-22 16:38:29 -08:00
parent 3e28b195ce
commit 24f6f1297a

View file

@ -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;
}