mirror of
https://github.com/ZDoom/qzdoom-gpl.git
synced 2024-11-16 09:11:17 +00:00
- Applied Thomas's patch to fix physics with non-solid polyobjs, but adjusted it to work with 3D mid textures as well (at least as well as I could).
SVN r3320 (trunk)
This commit is contained in:
parent
17ba09c882
commit
cffae9c33c
1 changed files with 17 additions and 0 deletions
|
@ -21,6 +21,7 @@
|
|||
#include "tables.h"
|
||||
#include "s_sndseq.h"
|
||||
#include "a_sharedglobal.h"
|
||||
#include "p_3dmidtex.h"
|
||||
#include "p_lnspec.h"
|
||||
#include "r_data/r_interpolate.h"
|
||||
#include "g_level.h"
|
||||
|
@ -1291,6 +1292,22 @@ bool FPolyObj::CheckMobjBlocking (side_t *sd)
|
|||
checker.Push (mobj);
|
||||
if ((mobj->flags&MF_SOLID) && !(mobj->flags&MF_NOCLIP))
|
||||
{
|
||||
fixed_t top = -INT_MAX, bottom = INT_MAX;
|
||||
bool above;
|
||||
// [TN] Check wether this actor gets blocked by the line.
|
||||
if(!(ld->flags & (ML_BLOCKING|ML_BLOCKEVERYTHING))
|
||||
&& !(ld->flags & ML_BLOCK_PLAYERS && mobj->player)
|
||||
&& !(ld->flags & ML_BLOCKMONSTERS && mobj->flags3 & MF3_ISMONSTER)
|
||||
&& !((mobj->flags & MF_FLOAT) && (ld->flags & ML_BLOCK_FLOATERS))
|
||||
&& (!(ld->flags & ML_3DMIDTEX) ||
|
||||
(!P_LineOpening_3dMidtex(mobj, ld, bottom, top, &above) &&
|
||||
(mobj->z + mobj->height < bottom)
|
||||
) || (above && mobj->z > mobj->floorz))
|
||||
)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
FBoundingBox box(mobj->x, mobj->y, mobj->radius);
|
||||
|
||||
if (box.Right() <= ld->bbox[BOXLEFT]
|
||||
|
|
Loading…
Reference in a new issue