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Fix player being not blocked by sprites lying on an extended floor.
getzrange() returns the floor rather than the sprite if their heights are equal. Now, make an exception for extended floors (analogously, ceilings). git-svn-id: https://svn.eduke32.com/eduke32@2347 1a8010ca-5511-0410-912e-c29ae57300e0
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1 changed files with 20 additions and 2 deletions
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@ -13076,8 +13076,26 @@ restart_grand:
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if (clipyou != 0)
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if (clipyou != 0)
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{
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{
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if ((pos->z > daz) && (daz > *ceilz)) { *ceilz = daz; *ceilhit = j+49152; }
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if ((pos->z > daz) && (daz > *ceilz
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if ((pos->z < daz2) && (daz2 < *florz)) { *florz = daz2; *florhit = j+49152; }
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#ifdef YAX_ENABLE
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|| (daz == *ceilz && yax_getbunch(clipsectorlist[i], YAX_CEILING)>=0)
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#endif
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))
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{
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*ceilz = daz;
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*ceilhit = j+49152;
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}
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if ((pos->z < daz2) && (daz2 < *florz
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#ifdef YAX_ENABLE
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// can have a floor-sprite laying directly on the floor!
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|| (daz2 == *florz && yax_getbunch(clipsectorlist[i], YAX_FLOOR)>=0)
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#endif
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))
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{
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*florz = daz2;
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*florhit = j+49152;
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}
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}
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}
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}
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}
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}
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}
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