- fixed: CheckForPushSpecial's window check must also check 3D floors in the back sector.

SVN r3674 (trunk)
This commit is contained in:
Christoph Oelckers 2012-05-31 10:07:30 +00:00
parent 9c4a565366
commit 9e31ff0799

View file

@ -1649,9 +1649,27 @@ static void CheckForPushSpecial (line_t *line, int side, AActor *mobj, bool wind
if (fzt >= mobj->z + mobj->height && bzt >= mobj->z + mobj->height &&
fzb <= mobj->z && bzb <= mobj->z)
{
// we must also check if some 3D floor in the backsector may be blocking
#ifdef _3DFLOORS
for(unsigned int i=0;i<line->backsector->e->XFloor.ffloors.Size();i++)
{
F3DFloor* rover = line->backsector->e->XFloor.ffloors[i];
if (!(rover->flags & FF_SOLID) || !(rover->flags & FF_EXISTS)) continue;
fixed_t ff_bottom = rover->bottom.plane->ZatPoint(mobj->x, mobj->y);
fixed_t ff_top = rover->top.plane->ZatPoint(mobj->x, mobj->y);
if (ff_bottom < mobj->z + mobj->height && ff_top > mobj->z)
{
goto isblocking;
}
}
#endif
return;
}
}
isblocking:
if (mobj->flags2 & MF2_PUSHWALL)
{
P_ActivateLine (line, mobj, side, SPAC_Push);