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:
Eevee (Lexy Munroe) 2015-11-17 15:01:58 -08:00
parent 1ab9d15481
commit c08d865b1b

View file

@ -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()))