diff --git a/src/playsim/a_dynlight.cpp b/src/playsim/a_dynlight.cpp index 6d67d4e1b8..3dc653898e 100644 --- a/src/playsim/a_dynlight.cpp +++ b/src/playsim/a_dynlight.cpp @@ -383,10 +383,14 @@ void FDynamicLight::UpdateLocation() Pos = target->Vec3Offset(m_off.X * c + m_off.Y * s, m_off.X * s - m_off.Y * c, m_off.Z + target->GetBobOffset()); Sector = target->subsector->sector; // Get the render sector. target->Sector is the sector according to play logic. - // Some z-coordinate fudging to prevent the light from getting too close to the floor or ceiling planes. With proper attenuation this would render them invisible. - // A distance of 5 is needed so that the light's effect doesn't become too small. - if (Z() < target->floorz + 5.) Pos.Z = target->floorz + 5.; - else if (Z() > target->ceilingz - 5.) Pos.Z = target->ceilingz - 5.; + if (!(target->flags5 & MF5_NOINTERACTION)) + { + // Some z-coordinate fudging to prevent the light from getting too close to the floor or ceiling planes. With proper attenuation this would render them invisible. + // A distance of 5 is needed so that the light's effect doesn't become too small. + // [SP] don't do this if +NOINTERACTION is set, since the object can fly right through floors and ceilings with that flag + if (Z() < target->floorz + 5.) Pos.Z = target->floorz + 5.; + else if (Z() > target->ceilingz - 5.) Pos.Z = target->ceilingz - 5.; + } // The radius being used here is always the maximum possible with the // current settings. This avoids constant relinking of flickering lights