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3D floor support for check switch range
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1 changed files with 37 additions and 0 deletions
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@ -177,10 +177,47 @@ bool P_CheckSwitchRange(AActor *user, line_t *line, int sideno)
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if ((TexMan.FindSwitch(side->GetTexture(side_t::top))) != NULL)
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{
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// Check 3D floors on back side
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{
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sector_t * back = line->sidedef[1 - sideno]->sector;
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for (unsigned i = 0; i < back->e->XFloor.ffloors.Size(); i++)
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{
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F3DFloor *rover = back->e->XFloor.ffloors[i];
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if (!(rover->flags & FF_EXISTS)) continue;
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if (!(rover->flags & FF_UPPERTEXTURE)) continue;
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if (user->z > rover->top.plane->ZatPoint(checkx, checky) ||
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user->z + user->height < rover->bottom.plane->ZatPoint(checkx, checky))
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continue;
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// This 3D floor depicts a switch texture in front of the player's eyes
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return true;
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}
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}
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return (user->z + user->height > open.top);
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}
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else if ((TexMan.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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sector_t * back = line->sidedef[1 - sideno]->sector;
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for (unsigned i = 0; i < back->e->XFloor.ffloors.Size(); i++)
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{
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F3DFloor *rover = back->e->XFloor.ffloors[i];
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if (!(rover->flags & FF_EXISTS)) continue;
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if (!(rover->flags & FF_LOWERTEXTURE)) continue;
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if (user->z > rover->top.plane->ZatPoint(checkx, checky) ||
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user->z + user->height < rover->bottom.plane->ZatPoint(checkx, checky))
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continue;
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// This 3D floor depicts a switch texture in front of the player's eyes
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return true;
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}
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}
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return (user->z < open.bottom);
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}
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else if ((flags & ML_3DMIDTEX) || (TexMan.FindSwitch(side->GetTexture(side_t::mid))) != NULL)
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