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- let P_CheckSwitchRange always check all 3 tiers.
To account for cases that a switch is unreachable but another tier got a reachable one.
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1 changed files with 2 additions and 2 deletions
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@ -199,7 +199,7 @@ bool P_CheckSwitchRange(AActor *user, line_t *line, int sideno, const DVector3 *
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? (user->Top() >= open.top)
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: (user->Top() > open.top);
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}
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else if ((TexAnim.FindSwitch(side->GetTexture(side_t::bottom))) != NULL)
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if ((TexAnim.FindSwitch(side->GetTexture(side_t::bottom))) != NULL)
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{
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// Check 3D floors on back side
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{
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@ -223,7 +223,7 @@ bool P_CheckSwitchRange(AActor *user, line_t *line, int sideno, const DVector3 *
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? (user->Z() <= open.bottom)
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: (user->Z() < open.bottom);
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}
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else if ((flags & ML_3DMIDTEX) || (TexAnim.FindSwitch(side->GetTexture(side_t::mid))) != NULL)
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if ((flags & ML_3DMIDTEX) || (TexAnim.FindSwitch(side->GetTexture(side_t::mid))) != NULL)
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{
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// 3DMIDTEX lines will force a mid texture check if no switch is found on this line
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// to keep compatibility with Eternity's implementation.
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