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- fixed: When moving a sector plane P_CheckPosition must do the same anti-overlap checks for monsters like P_Move to avoid monster pile-ups.
SVN r2801 (trunk)
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6db772b4e5
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1 changed files with 20 additions and 8 deletions
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@ -844,16 +844,23 @@ bool PIT_CheckThing (AActor *thing, FCheckPosition &tm)
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if (tm.FromPMove)
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{
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fixed_t newdist = P_AproxDistance(thing->x - tm.x, thing->y - tm.y);
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fixed_t olddist = P_AproxDistance(thing->x - tm.thing->x, thing->y - tm.thing->y);
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// Both actors already overlap. To prevent them from remaining stuck allow the move if it
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// takes them further apart.
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if (newdist > olddist)
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// takes them further apart or the move does not change the position (when called from P_ChangeSector.)
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if (tm.x == tm.thing->x && tm.y == tm.thing->y)
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{
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// ... but not if they did not overlap in z-direction before but would after the move.
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unblocking = !((tm.thing->x >= thing->x + thing->height && tm.x < thing->x + thing->height) ||
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(tm.thing->x + tm.thing->height <= thing->x && tm.x + tm.thing->height > thing->x));
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unblocking = true;
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}
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else
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{
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fixed_t newdist = P_AproxDistance(thing->x - tm.x, thing->y - tm.y);
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fixed_t olddist = P_AproxDistance(thing->x - tm.thing->x, thing->y - tm.thing->y);
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if (newdist > olddist)
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{
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// ... but not if they did not overlap in z-direction before but would after the move.
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unblocking = !((tm.thing->z >= thing->z + thing->height && tm.z < thing->z + thing->height) ||
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(tm.thing->z + tm.thing->height <= thing->z && tm.z + tm.thing->height > thing->z));
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}
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}
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}
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@ -4512,6 +4519,11 @@ bool P_AdjustFloorCeil (AActor *thing, FChangePosition *cpos)
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int flags2 = thing->flags2 & MF2_PASSMOBJ;
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FCheckPosition tm;
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if ((thing->flags2 & MF2_PASSMOBJ) && (thing->flags3 & MF3_ISMONSTER))
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{
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tm.FromPMove = true;
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}
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if (cpos->movemidtex)
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{
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// From Eternity:
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