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- set floor and ceiling sector when it comes from a 3D floor.
There's code in p_mobj.cpp which needs this to pick the correct plane.
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2 changed files with 8 additions and 0 deletions
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@ -775,6 +775,7 @@ void P_LineOpening_XFloors (FLineOpening &open, AActor * thing, const line_t *li
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FTextureID highestfloorpic;
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int highestfloorterrain = -1;
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FTextureID lowestceilingpic;
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sector_t *lowestceilingsec = NULL, *highestfloorsec = NULL;
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highestfloorpic.SetInvalid();
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lowestceilingpic.SetInvalid();
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@ -798,6 +799,7 @@ void P_LineOpening_XFloors (FLineOpening &open, AActor * thing, const line_t *li
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{
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lowestceiling = ff_bottom;
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lowestceilingpic = *rover->bottom.texture;
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lowestceilingsec = j == 0 ? linedef->frontsector : linedef->backsector;
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}
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if(ff_top > highestfloor && delta1 < delta2 && (!restrict || thing->Z() >= ff_top))
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@ -805,6 +807,7 @@ void P_LineOpening_XFloors (FLineOpening &open, AActor * thing, const line_t *li
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highestfloor = ff_top;
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highestfloorpic = *rover->top.texture;
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highestfloorterrain = rover->model->GetTerrain(rover->top.isceiling);
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highestfloorsec = j == 0 ? linedef->frontsector : linedef->backsector;
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}
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if(ff_top > lowestfloor[j] && ff_top <= thing->Z() + thing->MaxStepHeight) lowestfloor[j] = ff_top;
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}
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@ -815,12 +818,14 @@ void P_LineOpening_XFloors (FLineOpening &open, AActor * thing, const line_t *li
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open.bottom = highestfloor;
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open.floorpic = highestfloorpic;
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open.floorterrain = highestfloorterrain;
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open.bottomsec = highestfloorsec;
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}
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if(lowestceiling < open.top)
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{
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open.top = lowestceiling;
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open.ceilingpic = lowestceilingpic;
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open.topsec = lowestceilingsec;
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}
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open.lowfloor = MIN(lowestfloor[0], lowestfloor[1]);
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@ -226,6 +226,7 @@ static bool PIT_FindFloorCeiling(FMultiBlockLinesIterator::CheckResult &cres, co
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if (open.top < tmf.ceilingz)
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{
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tmf.ceilingz = open.top;
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if (open.topsec != NULL) tmf.floorsector = open.topsec;
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}
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}
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@ -245,7 +246,9 @@ static bool PIT_FindFloorCeiling(FMultiBlockLinesIterator::CheckResult &cres, co
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}
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if (open.lowfloor < tmf.dropoffz)
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{
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tmf.dropoffz = open.lowfloor;
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}
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}
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return true;
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}
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