Fix editor clipping issue

git-svn-id: https://svn.eduke32.com/eduke32@7467 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
terminx 2019-03-30 19:36:32 +00:00 committed by Christoph Oelckers
parent 25236d3d74
commit 1ea1f525d9

View file

@ -909,22 +909,19 @@ static int32_t get_floorspr_clipyou(int32_t x1, int32_t x2, int32_t x3, int32_t
return clipyou; return clipyou;
} }
static int sectoradjacent(int const sect1, int const sect2) #if 0
static int sectoradjacent(int sect1, int sect2)
{ {
if (sector[sect1].wallnum < sector[sect2].wallnum) if (sector[sect1].wallnum > sector[sect2].wallnum)
{ swaplong(&sect1, &sect2);
for (int i = 0; i < sector[sect1].wallnum; i++) for (int i = 0; i < sector[sect1].wallnum; i++)
if (wall[sector[sect1].wallptr+i].nextsector == sect2) if (wall[sector[sect1].wallptr+i].nextsector == sect2)
return 1; return 1;
}
else
{
for (int i = 0; i < sector[sect2].wallnum; i++)
if (wall[sector[sect2].wallptr+i].nextsector == sect1)
return 1;
}
return 0; return 0;
} }
#endif
// //
// clipmove // clipmove
@ -1147,7 +1144,7 @@ int32_t clipmove(vec3_t *pos, int16_t *sectnum, int32_t xvect, int32_t yvect,
if (clipsprite_try(spr, clipMin.x, clipMin.y, clipMax.x, clipMax.y)) if (clipsprite_try(spr, clipMin.x, clipMin.y, clipMax.x, clipMax.y))
continue; continue;
#endif #endif
vec2_t p1 = *(vec2_t *)spr; vec2_t p1 = *(vec2_t const *)spr;
switch (cstat & (CSTAT_SPRITE_ALIGNMENT_WALL | CSTAT_SPRITE_ALIGNMENT_FLOOR)) switch (cstat & (CSTAT_SPRITE_ALIGNMENT_WALL | CSTAT_SPRITE_ALIGNMENT_FLOOR))
{ {
@ -1307,7 +1304,7 @@ int32_t clipmove(vec3_t *pos, int16_t *sectnum, int32_t xvect, int32_t yvect,
int const osectnum = *sectnum; int const osectnum = *sectnum;
updatesectorz(vec.x, vec.y, pos->z, sectnum); updatesectorz(vec.x, vec.y, pos->z, sectnum);
if (*sectnum == osectnum || (*sectnum != -1 && !check_floor_curb(osectnum, *sectnum, flordist, pos->z, vec.x, vec.y))) if (*sectnum == osectnum || editstatus || (*sectnum != -1 && !check_floor_curb(osectnum, *sectnum, flordist, pos->z, vec.x, vec.y)))
{ {
pos->x = vec.x; pos->x = vec.x;
pos->y = vec.y; pos->y = vec.y;