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This fixes a bug in clipmove() where clipping against sprites above you was wrong
Because this is a check for sprites above the sprite being moved and not a check for sprites below, the height of the sprite should not be taken into account at all here and the base of the sprite should be used instead. git-svn-id: https://svn.eduke32.com/eduke32@7404 1a8010ca-5511-0410-912e-c29ae57300e0
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@ -1108,7 +1108,7 @@ int32_t clipmove(vec3_t *pos, int16_t *sectnum,
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{
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{
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const int32_t daz = spr->z + spriteheightofs(j, &k, 1);
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const int32_t daz = spr->z + spriteheightofs(j, &k, 1);
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if (pos->z > daz-k-flordist && pos->z < daz+ceildist)
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if (pos->z > daz-k-flordist && pos->z < spr->z + ceildist)
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{
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{
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get_wallspr_points(spr, &x1, &x2, &y1, &y2);
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get_wallspr_points(spr, &x1, &x2, &y1, &y2);
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