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Use ZatPoint(actor)
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commit
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1 changed files with 6 additions and 6 deletions
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@ -4150,14 +4150,14 @@ bool DLevelScript::DoCheckActorTexture(int tid, AActor *activator, int string, b
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if (ff->flags & FF_SOLID &&
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if (ff->flags & FF_SOLID &&
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secpic.isNull() &&
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secpic.isNull() &&
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z >= ff->top.plane->ZatPoint(actor->X(), actor->Y()))
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z >= ff->top.plane->ZatPoint(actor))
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{ // This is the highest solid floor beneath our feet
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{ // This is the highest solid floor beneath our feet
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secpic = *ff->top.texture;
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secpic = *ff->top.texture;
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}
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}
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else if (!(ff->flags & FF_SOLID) &&
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else if (!(ff->flags & FF_SOLID) &&
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tex == TexMan[*ff->top.texture] &&
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tex == TexMan[*ff->top.texture] &&
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z <= ff->top.plane->ZatPoint(actor->X(), actor->Y()) &&
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z <= ff->top.plane->ZatPoint(actor) &&
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z >= ff->bottom.plane->ZatPoint(actor->X(), actor->Y()))
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z >= ff->bottom.plane->ZatPoint(actor))
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{ // Having your feet within a liquid counts as being "on" it
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{ // Having your feet within a liquid counts as being "on" it
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return true;
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return true;
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}
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}
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@ -4180,14 +4180,14 @@ bool DLevelScript::DoCheckActorTexture(int tid, AActor *activator, int string, b
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if (ff->flags & FF_SOLID &&
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if (ff->flags & FF_SOLID &&
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secpic.isNull() &&
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secpic.isNull() &&
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z <= ff->bottom.plane->ZatPoint(actor->X(), actor->Y()))
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z <= ff->bottom.plane->ZatPoint(actor))
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{ // This is the lowest solid ceiling above our eyes
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{ // This is the lowest solid ceiling above our eyes
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secpic = *ff->top.texture;
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secpic = *ff->top.texture;
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}
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}
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else if (!(ff->flags & FF_SOLID) &&
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else if (!(ff->flags & FF_SOLID) &&
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tex == TexMan[*ff->bottom.texture] &&
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tex == TexMan[*ff->bottom.texture] &&
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z <= ff->top.plane->ZatPoint(actor->X(), actor->Y()) &&
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z <= ff->top.plane->ZatPoint(actor) &&
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z >= ff->bottom.plane->ZatPoint(actor->X(), actor->Y()))
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z >= ff->bottom.plane->ZatPoint(actor))
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{ // Having your eyes within a liquid counts as being "under" it
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{ // Having your eyes within a liquid counts as being "under" it
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return true;
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return true;
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}
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}
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