mirror of https://github.com/ZDoom/gzdoom.git
- Changed CheckActorFloor/CeilingTexture to only check 3D floors that exist and are solid.
SVN r3459 (trunk)
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7045bfd19f
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@ -3199,8 +3199,9 @@ bool DLevelScript::DoCheckActorTexture(int tid, AActor *activator, int string, b
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for (i = 0; i < numff; ++i)
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for (i = 0; i < numff; ++i)
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{
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{
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F3DFloor *ff = sec->e->XFloor.ffloors[i];
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F3DFloor *ff = sec->e->XFloor.ffloors[i];
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if (actor->z >= ff->top.plane->ZatPoint(actor->x, actor->y))
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if ((ff->flags & (FF_EXISTS | FF_SOLID)) == (FF_EXISTS | FF_SOLID) &&
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actor->z >= ff->top.plane->ZatPoint(actor->x, actor->y))
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{ // This floor is beneath our feet.
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{ // This floor is beneath our feet.
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secpic = *ff->top.texture;
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secpic = *ff->top.texture;
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break;
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break;
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@ -3219,7 +3220,8 @@ bool DLevelScript::DoCheckActorTexture(int tid, AActor *activator, int string, b
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{
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{
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F3DFloor *ff = sec->e->XFloor.ffloors[i];
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F3DFloor *ff = sec->e->XFloor.ffloors[i];
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if (z <= ff->bottom.plane->ZatPoint(actor->x, actor->y))
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if ((ff->flags & (FF_EXISTS | FF_SOLID)) == (FF_EXISTS | FF_SOLID) &&
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z <= ff->bottom.plane->ZatPoint(actor->x, actor->y))
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{ // This floor is above our eyes.
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{ // This floor is above our eyes.
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secpic = *ff->bottom.texture;
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secpic = *ff->bottom.texture;
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break;
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break;
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