From c08d865b1bdf7fbec184661a3ba34946c73e4819 Mon Sep 17 00:00:00 2001 From: "Eevee (Lexy Munroe)" Date: Tue, 17 Nov 2015 15:01:58 -0800 Subject: [PATCH] Extend CheckActor*Texture to look at any non-solid floor Upon deep and personal reflection, I realize this is more consistent with the TERRAIN change I made. --- src/p_acs.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/src/p_acs.cpp b/src/p_acs.cpp index bd594dd52..2c3c4e1e3 100644 --- a/src/p_acs.cpp +++ b/src/p_acs.cpp @@ -4154,7 +4154,7 @@ bool DLevelScript::DoCheckActorTexture(int tid, AActor *activator, int string, b { // This is the highest solid floor beneath our feet secpic = *ff->top.texture; } - else if (ff->flags & FF_SWIMMABLE && + else if (!(ff->flags & FF_SOLID) && tex == TexMan[*ff->top.texture] && z <= ff->top.plane->ZatPoint(actor->x, actor->y) && z >= ff->bottom.plane->ZatPoint(actor->x, actor->y)) @@ -4184,7 +4184,7 @@ bool DLevelScript::DoCheckActorTexture(int tid, AActor *activator, int string, b { // This is the lowest solid ceiling above our eyes secpic = *ff->top.texture; } - else if (ff->flags & FF_SWIMMABLE && + else if (!(ff->flags & FF_SOLID) && tex == TexMan[*ff->bottom.texture] && z <= ff->top.plane->ZatPoint(actor->X(), actor->Y()) && z >= ff->bottom.plane->ZatPoint(actor->X(), actor->Y()))