From 5fc6ff1303c144c1199eb622f157160672723a12 Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Tue, 10 Feb 2015 23:01:58 +0100 Subject: [PATCH] - fixed: invisible 3D floors were treated as solid, not translucent when building the sorted lists, resulting in the top plane not being rendered in case of an overlap. --- src/p_3dfloors.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/p_3dfloors.cpp b/src/p_3dfloors.cpp index fc35409dc2..58c2dbde7b 100644 --- a/src/p_3dfloors.cpp +++ b/src/p_3dfloors.cpp @@ -488,7 +488,7 @@ void P_Recalculate3DFloors(sector_t * sector) // by the clipping code below. ffloors.Push(pick); } - else if (pick->flags&(FF_SWIMMABLE|FF_TRANSLUCENT) && pick->flags&FF_EXISTS) + else if ((pick->flags&(FF_SWIMMABLE|FF_TRANSLUCENT) || (!(pick->flags&(FF_ALLSIDES|FF_BOTHPLANES)))) && pick->flags&FF_EXISTS) { // We must check if this nonsolid segment gets clipped from the top by another 3D floor if (solid != NULL && solid_bottom < height)