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- enable terrain splashes for non-solid non-swimmable 3D floors.
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2883b113f3
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729eade8f5
1 changed files with 4 additions and 2 deletions
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@ -4602,8 +4602,10 @@ bool AActor::UpdateWaterLevel (bool dosplash)
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for(auto rover : Sector->e->XFloor.ffloors)
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{
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if (!(rover->flags & FF_EXISTS)) continue;
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if(!(rover->flags & FF_SWIMMABLE) || rover->flags & FF_SOLID) continue;
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if (rover->flags & FF_SOLID) continue;
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reset = !(rover->flags & FF_SWIMMABLE);
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if (reset && rover->alpha == 0) continue;
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double ff_bottom=rover->bottom.plane->ZatPoint(this);
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double ff_top=rover->top.plane->ZatPoint(this);
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@ -6251,7 +6253,7 @@ bool P_HitWater (AActor * thing, sector_t * sec, const DVector3 &pos, bool check
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double planez = rover->top.plane->ZatPoint(pos);
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if (pos.Z > planez - 0.5 && pos.Z < planez + 0.5) // allow minor imprecisions
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{
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if (rover->flags & (FF_SOLID | FF_SWIMMABLE))
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if ((rover->flags & (FF_SOLID | FF_SWIMMABLE)) || rover->alpha > 0)
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{
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terrainnum = rover->model->GetTerrain(rover->top.isceiling);
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goto foundone;
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