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- fixed coordinate correctness issues with P_CheckFor3DFloor/CeilingHit.
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parent
60966f472f
commit
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4 changed files with 13 additions and 11 deletions
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@ -2399,7 +2399,7 @@ void P_ZMovement (AActor *mo, double oldfloorz)
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{ // [RH] Let the sector do something to the actor
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mo->Sector->SecActTarget->TriggerAction (mo, SECSPAC_HitFloor);
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}
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P_CheckFor3DFloorHit(mo);
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P_CheckFor3DFloorHit(mo, mo->floorz);
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// [RH] Need to recheck this because the sector action might have
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// teleported the actor so it is no longer below the floor.
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if (mo->Z() <= mo->floorz)
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@ -2499,7 +2499,7 @@ void P_ZMovement (AActor *mo, double oldfloorz)
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{ // [RH] Let the sector do something to the actor
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mo->Sector->SecActTarget->TriggerAction (mo, SECSPAC_HitCeiling);
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}
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P_CheckFor3DCeilingHit(mo);
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P_CheckFor3DCeilingHit(mo, mo->ceilingz);
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// [RH] Need to recheck this because the sector action might have
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// teleported the actor so it is no longer above the ceiling.
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if (mo->Top() > mo->ceilingz)
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@ -3861,11 +3861,11 @@ void AActor::CheckSectorTransition(sector_t *oldsec)
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}
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if (Z() == floorz)
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{
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P_CheckFor3DFloorHit(this);
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P_CheckFor3DFloorHit(this, Z());
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}
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if (Top() == ceilingz)
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{
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P_CheckFor3DCeilingHit(this);
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P_CheckFor3DCeilingHit(this, Top());
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}
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}
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}
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