diff --git a/src/playsim/p_map.cpp b/src/playsim/p_map.cpp index 56688fd06..1dd5d5578 100644 --- a/src/playsim/p_map.cpp +++ b/src/playsim/p_map.cpp @@ -155,38 +155,6 @@ bool P_CanCollideWith(AActor *tmthing, AActor *thing) return true; } -//========================================================================== -// -// CanCrossLine -// -// Checks if an actor can cross a line after all checks are processed. -// If false, the line blocks them. -//========================================================================== - -bool P_CanCrossLine(AActor *mo, line_t *line, int side, DVector3 next) -{ - static unsigned VIndex = ~0u; - if (VIndex == ~0u) - { - VIndex = GetVirtualIndex(RUNTIME_CLASS(AActor), "CanCrossLine"); - assert(VIndex != ~0u); - } - - VMValue params[] = { mo, line, side, next.X, next.Y, next.Z, false }; - VMReturn ret; - int retval; - ret.IntAt(&retval); - - auto clss = mo->GetClass(); - VMFunction *func = clss->Virtuals.Size() > VIndex ? clss->Virtuals[VIndex] : nullptr; - if (func != nullptr) - { - VMCall(func, params, countof(params), &ret, 1); - return retval; - } - return true; -} - //========================================================================== // // FindRefPoint @@ -985,13 +953,6 @@ bool PIT_CheckLine(FMultiBlockLinesIterator &mit, FMultiBlockLinesIterator::Chec } } - if (!P_CanCrossLine(tm.thing, ld, P_PointOnLineSide(cres.Position, ld), tm.pos)) - { - if (wasfit) - tm.thing->BlockingLine = ld; - - return false; - } // If the floor planes on both sides match we should recalculate open.bottom at the actual position we are checking // This is to avoid bumpy movement when crossing a linedef with the same slope on both sides. // This should never narrow down the opening, though, only widen it. diff --git a/wadsrc/static/zscript/actors/actor.zs b/wadsrc/static/zscript/actors/actor.zs index 1c702e9d5..96d60b761 100644 --- a/wadsrc/static/zscript/actors/actor.zs +++ b/wadsrc/static/zscript/actors/actor.zs @@ -501,12 +501,6 @@ class Actor : Thinker native return true; } - // Called by PIT_CheckLine to check if an actor can cross a line. - virtual bool CanCrossLine(Line crossing, int side, Vector3 next) - { - return true; - } - // Called by revival/resurrection to check if one can resurrect the other. // "other" can be null when not passive. virtual bool CanResurrect(Actor other, bool passive)