mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-12 07:34:50 +00:00
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.
This commit is contained in:
parent
1ab9d15481
commit
c08d865b1b
1 changed files with 2 additions and 2 deletions
|
@ -4154,7 +4154,7 @@ bool DLevelScript::DoCheckActorTexture(int tid, AActor *activator, int string, b
|
||||||
{ // This is the highest solid floor beneath our feet
|
{ // This is the highest solid floor beneath our feet
|
||||||
secpic = *ff->top.texture;
|
secpic = *ff->top.texture;
|
||||||
}
|
}
|
||||||
else if (ff->flags & FF_SWIMMABLE &&
|
else if (!(ff->flags & FF_SOLID) &&
|
||||||
tex == TexMan[*ff->top.texture] &&
|
tex == TexMan[*ff->top.texture] &&
|
||||||
z <= ff->top.plane->ZatPoint(actor->x, actor->y) &&
|
z <= ff->top.plane->ZatPoint(actor->x, actor->y) &&
|
||||||
z >= ff->bottom.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
|
{ // This is the lowest solid ceiling above our eyes
|
||||||
secpic = *ff->top.texture;
|
secpic = *ff->top.texture;
|
||||||
}
|
}
|
||||||
else if (ff->flags & FF_SWIMMABLE &&
|
else if (!(ff->flags & FF_SOLID) &&
|
||||||
tex == TexMan[*ff->bottom.texture] &&
|
tex == TexMan[*ff->bottom.texture] &&
|
||||||
z <= ff->top.plane->ZatPoint(actor->X(), actor->Y()) &&
|
z <= ff->top.plane->ZatPoint(actor->X(), actor->Y()) &&
|
||||||
z >= ff->bottom.plane->ZatPoint(actor->X(), actor->Y()))
|
z >= ff->bottom.plane->ZatPoint(actor->X(), actor->Y()))
|
||||||
|
|
Loading…
Reference in a new issue