- fixed floorclipping checks for 3D floors.

Neither the setup nor the in-game checks were correct, because this code comes from a time where ceilings could not have a terrain, meaning that 3D floors couldn't have one.
This commit is contained in:
Christoph Oelckers 2020-06-02 23:04:05 +02:00
parent c537e5a0b7
commit 932b2d820d
1 changed files with 28 additions and 8 deletions

View File

@ -4887,9 +4887,6 @@ void AActor::AdjustFloorClip ()
double shallowestclip = INT_MAX;
const msecnode_t *m;
// possibly standing on a 3D-floor
if (Sector->e->XFloor.ffloors.Size() && Z() > Sector->floorplane.ZatPoint(this)) Floorclip = 0;
// [RH] clip based on shallowest floor player is standing on
// If the sector has a deep water effect, then let that effect
// do the floorclipping instead of the terrain type.
@ -4897,7 +4894,9 @@ void AActor::AdjustFloorClip ()
{
DVector3 pos = PosRelative(m->m_sector);
sector_t* hsec = m->m_sector->GetHeightSec();
if (hsec == NULL && m->m_sector->floorplane.ZatPoint (pos) == Z())
if (hsec == NULL)
{
if (m->m_sector->floorplane.ZatPoint(pos) == Z())
{
double clip = Terrains[m->m_sector->GetTerrain(sector_t::floor)].FootClip;
if (clip < shallowestclip)
@ -4905,6 +4904,22 @@ void AActor::AdjustFloorClip ()
shallowestclip = clip;
}
}
else
{
for (auto& ff : m->m_sector->e->XFloor.ffloors)
{
if ((ff->flags & FF_SOLID) && (ff->flags & FF_EXISTS) && ff->top.plane->ZatPoint(pos) == Z())
{
double clip = Terrains[ff->top.model->GetTerrain(ff->top.isceiling)].FootClip;
if (clip < shallowestclip)
{
shallowestclip = clip;
}
}
}
}
}
}
if (shallowestclip == INT_MAX)
{
@ -5548,6 +5563,11 @@ AActor *FLevelLocals::SpawnMapThing (FMapThing *mthing, int position)
else if (sz == ONCEILINGZ)
mobj->AddZ(-mthing->pos.Z);
if (mobj->flags2 & MF2_FLOORCLIP)
{
mobj->AdjustFloorClip();
}
mobj->SpawnPoint = mthing->pos;
mobj->SpawnAngle = mthing->angle;
mobj->SpawnFlags = mthing->flags;