mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-28 15:02:01 +00:00
- fixed floorclipping checks for 3D floors.
Neither the setup nor the in-game checks were correct, because this code comes from a time where ceilings could not have a terrain, meaning that 3D floors couldn't have one.
This commit is contained in:
parent
c537e5a0b7
commit
932b2d820d
1 changed files with 28 additions and 8 deletions
|
@ -4887,9 +4887,6 @@ void AActor::AdjustFloorClip ()
|
|||
double shallowestclip = INT_MAX;
|
||||
const msecnode_t *m;
|
||||
|
||||
// possibly standing on a 3D-floor
|
||||
if (Sector->e->XFloor.ffloors.Size() && Z() > Sector->floorplane.ZatPoint(this)) Floorclip = 0;
|
||||
|
||||
// [RH] clip based on shallowest floor player is standing on
|
||||
// If the sector has a deep water effect, then let that effect
|
||||
// do the floorclipping instead of the terrain type.
|
||||
|
@ -4897,7 +4894,9 @@ void AActor::AdjustFloorClip ()
|
|||
{
|
||||
DVector3 pos = PosRelative(m->m_sector);
|
||||
sector_t* hsec = m->m_sector->GetHeightSec();
|
||||
if (hsec == NULL && m->m_sector->floorplane.ZatPoint (pos) == Z())
|
||||
if (hsec == NULL)
|
||||
{
|
||||
if (m->m_sector->floorplane.ZatPoint(pos) == Z())
|
||||
{
|
||||
double clip = Terrains[m->m_sector->GetTerrain(sector_t::floor)].FootClip;
|
||||
if (clip < shallowestclip)
|
||||
|
@ -4905,6 +4904,22 @@ void AActor::AdjustFloorClip ()
|
|||
shallowestclip = clip;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
for (auto& ff : m->m_sector->e->XFloor.ffloors)
|
||||
{
|
||||
if ((ff->flags & FF_SOLID) && (ff->flags & FF_EXISTS) && ff->top.plane->ZatPoint(pos) == Z())
|
||||
{
|
||||
double clip = Terrains[ff->top.model->GetTerrain(ff->top.isceiling)].FootClip;
|
||||
if (clip < shallowestclip)
|
||||
{
|
||||
shallowestclip = clip;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
if (shallowestclip == INT_MAX)
|
||||
{
|
||||
|
@ -5548,6 +5563,11 @@ AActor *FLevelLocals::SpawnMapThing (FMapThing *mthing, int position)
|
|||
else if (sz == ONCEILINGZ)
|
||||
mobj->AddZ(-mthing->pos.Z);
|
||||
|
||||
if (mobj->flags2 & MF2_FLOORCLIP)
|
||||
{
|
||||
mobj->AdjustFloorClip();
|
||||
}
|
||||
|
||||
mobj->SpawnPoint = mthing->pos;
|
||||
mobj->SpawnAngle = mthing->angle;
|
||||
mobj->SpawnFlags = mthing->flags;
|
||||
|
|
Loading…
Reference in a new issue