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fix floorclipping on slopes.
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1 changed files with 11 additions and 2 deletions
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@ -628,9 +628,14 @@ static int P_Move (AActor *actor)
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// actually walking down a step.
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// actually walking down a step.
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if (try_ok &&
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if (try_ok &&
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!((actor->flags & MF_NOGRAVITY) || CanJump(actor))
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!((actor->flags & MF_NOGRAVITY) || CanJump(actor))
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&& actor->Z() > actor->floorz && !(actor->flags2 & MF2_ONMOBJ))
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&& !(actor->flags2 & MF2_ONMOBJ))
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{
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{
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if (actor->Z() <= actor->floorz + actor->MaxStepHeight)
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// account for imprecisions with slopes. A walking actor should never be below its own floorz.
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if (actor->Z() < actor->floorz)
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actor->SetZ(actor->floorz);
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else if (actor->Z() <= actor->floorz + actor->MaxStepHeight)
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{
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{
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double savedz = actor->Z();
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double savedz = actor->Z();
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actor->SetZ(actor->floorz);
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actor->SetZ(actor->floorz);
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@ -755,6 +760,10 @@ int P_SmartMove(AActor* actor)
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)
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)
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actor->movedir = DI_NODIR; // avoid the area (most of the time anyway)
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actor->movedir = DI_NODIR; // avoid the area (most of the time anyway)
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if (actor->flags2 & MF2_FLOORCLIP)
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{
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actor->AdjustFloorClip();
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}
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return true;
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return true;
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}
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}
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