mirror of
https://github.com/ZDoom/gzdoom.git
synced 2025-01-18 23:52:02 +00:00
Revert "Merge tag 'a'"
This reverts commit37578f85b3
, reversing changes made to66f053f131
. After thoroughly checking the submission I had to conclude that it does more things wrong than right so better leave it out.
This commit is contained in:
parent
37578f85b3
commit
f6b64430c3
1 changed files with 8 additions and 28 deletions
|
@ -4183,26 +4183,16 @@ bool DLevelScript::DoCheckActorTexture(int tid, AActor *activator, int string, b
|
||||||
|
|
||||||
if (floor)
|
if (floor)
|
||||||
{
|
{
|
||||||
fixed_t z = actor->Z();
|
|
||||||
// Looking through planes from top to bottom
|
// Looking through planes from top to bottom
|
||||||
for (i = 0; i < numff; ++i)
|
for (i = 0; i < numff; ++i)
|
||||||
{
|
{
|
||||||
F3DFloor *ff = sec->e->XFloor.ffloors[i];
|
F3DFloor *ff = sec->e->XFloor.ffloors[i];
|
||||||
if (!(ff->flags & FF_EXISTS))
|
|
||||||
continue;
|
|
||||||
|
|
||||||
if (ff->flags & FF_SOLID &&
|
if ((ff->flags & (FF_EXISTS | FF_SOLID)) == (FF_EXISTS | FF_SOLID) &&
|
||||||
secpic.isNull() &&
|
actor->Z() >= ff->top.plane->ZatPoint(actor))
|
||||||
z >= ff->top.plane->ZatPoint(actor))
|
{ // This floor is beneath our feet.
|
||||||
{ // This is the highest solid floor beneath our feet
|
|
||||||
secpic = *ff->top.texture;
|
secpic = *ff->top.texture;
|
||||||
}
|
break;
|
||||||
else if (!(ff->flags & FF_SOLID) &&
|
|
||||||
tex == TexMan[*ff->top.texture] &&
|
|
||||||
z <= ff->top.plane->ZatPoint(actor) &&
|
|
||||||
z >= ff->bottom.plane->ZatPoint(actor))
|
|
||||||
{ // Having your feet within a liquid counts as being "on" it
|
|
||||||
return true;
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
if (i == numff)
|
if (i == numff)
|
||||||
|
@ -4218,21 +4208,11 @@ bool DLevelScript::DoCheckActorTexture(int tid, AActor *activator, int string, b
|
||||||
{
|
{
|
||||||
F3DFloor *ff = sec->e->XFloor.ffloors[i];
|
F3DFloor *ff = sec->e->XFloor.ffloors[i];
|
||||||
|
|
||||||
if (!(ff->flags & FF_EXISTS))
|
if ((ff->flags & (FF_EXISTS | FF_SOLID)) == (FF_EXISTS | FF_SOLID) &&
|
||||||
continue;
|
|
||||||
|
|
||||||
if (ff->flags & FF_SOLID &&
|
|
||||||
secpic.isNull() &&
|
|
||||||
z <= ff->bottom.plane->ZatPoint(actor))
|
z <= ff->bottom.plane->ZatPoint(actor))
|
||||||
{ // This is the lowest solid ceiling above our eyes
|
{ // This floor is above our eyes.
|
||||||
secpic = *ff->top.texture;
|
secpic = *ff->bottom.texture;
|
||||||
}
|
break;
|
||||||
else if (!(ff->flags & FF_SOLID) &&
|
|
||||||
tex == TexMan[*ff->bottom.texture] &&
|
|
||||||
z <= ff->top.plane->ZatPoint(actor) &&
|
|
||||||
z >= ff->bottom.plane->ZatPoint(actor))
|
|
||||||
{ // Having your eyes within a liquid counts as being "under" it
|
|
||||||
return true;
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
if (i < 0)
|
if (i < 0)
|
||||||
|
|
Loading…
Reference in a new issue