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- fixed: Terrain splashes could be generated for 3D floors that were below the sector's actual floor.
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a0d66be6e9
1 changed files with 14 additions and 6 deletions
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@ -302,12 +302,16 @@ void FTraceInfo::Setup3DFloors()
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if (rover->flags&FF_SWIMMABLE && Results->Crossed3DWater == NULL)
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{
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if (Check3DFloorPlane(rover, false))
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{
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// only consider if the plane is above the actual floor.
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if (rover->top.plane->ZatPoint(Results->HitPos) > bf)
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{
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Results->Crossed3DWater = rover;
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Results->Crossed3DWaterPos = Results->HitPos;
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Results->Distance = 0;
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}
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}
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}
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if (!(rover->flags&FF_SHOOTTHROUGH))
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{
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@ -765,6 +769,9 @@ bool FTraceInfo::TraceTraverse (int ptflags)
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if ((rover->flags & FF_EXISTS) && (rover->flags&FF_SWIMMABLE))
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{
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if (Check3DFloorPlane(rover, false))
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{
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// only consider if the plane is above the actual floor.
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if (rover->top.plane->ZatPoint(Results->HitPos) > CurSector->floorplane.ZatPoint(Results->HitPos))
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{
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Results->Crossed3DWater = rover;
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Results->Crossed3DWaterPos = Results->HitPos;
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@ -772,6 +779,7 @@ bool FTraceInfo::TraceTraverse (int ptflags)
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}
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}
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}
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}
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lastsplashsector = CurSector->sectornum;
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}
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