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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.
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1 changed files with 2 additions and 2 deletions
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@ -4154,7 +4154,7 @@ bool DLevelScript::DoCheckActorTexture(int tid, AActor *activator, int string, b
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{ // This is the highest solid floor beneath our feet
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{ // This is the highest solid floor beneath our feet
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secpic = *ff->top.texture;
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secpic = *ff->top.texture;
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}
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}
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else if (ff->flags & FF_SWIMMABLE &&
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else if (!(ff->flags & FF_SOLID) &&
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tex == TexMan[*ff->top.texture] &&
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tex == TexMan[*ff->top.texture] &&
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z <= ff->top.plane->ZatPoint(actor->x, actor->y) &&
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z <= ff->top.plane->ZatPoint(actor->x, actor->y) &&
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z >= ff->bottom.plane->ZatPoint(actor->x, actor->y))
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z >= ff->bottom.plane->ZatPoint(actor->x, actor->y))
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@ -4184,7 +4184,7 @@ bool DLevelScript::DoCheckActorTexture(int tid, AActor *activator, int string, b
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{ // This is the lowest solid ceiling above our eyes
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{ // This is the lowest solid ceiling above our eyes
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secpic = *ff->top.texture;
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secpic = *ff->top.texture;
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}
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}
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else if (ff->flags & FF_SWIMMABLE &&
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else if (!(ff->flags & FF_SOLID) &&
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tex == TexMan[*ff->bottom.texture] &&
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tex == TexMan[*ff->bottom.texture] &&
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z <= ff->top.plane->ZatPoint(actor->X(), actor->Y()) &&
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z <= ff->top.plane->ZatPoint(actor->X(), actor->Y()) &&
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z >= ff->bottom.plane->ZatPoint(actor->X(), actor->Y()))
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z >= ff->bottom.plane->ZatPoint(actor->X(), actor->Y()))
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