Fix occasionally running into an invisible wall around slopes

This commit is contained in:
RedEnchilada 2015-04-30 18:36:21 -05:00
parent 3644d4d883
commit 79fedf91a0
1 changed files with 2 additions and 8 deletions

View File

@ -754,10 +754,7 @@ fixed_t P_GetFloorZ(mobj_t *mobj, sector_t *sector, fixed_t x, fixed_t y, line_t
testy += y;
// If the highest point is in the sector, then we have it easy! Just get the Z at that point
if (R_PointInSubsector(testx, testy)->sector == sector
// The following line is a hack to fix a bug where an object pops down on the frame its highest corner re-enters the sloped sector.
|| R_PointInSubsector(testx+mobj->momx, testy+mobj->momy)->sector == sector
)
if (R_PointInSubsector(testx, testy)->sector == sector)
return P_GetZAt(slope, testx, testy);
// If we're just testing for base sector location (no collision line), just go for the center's spot...
@ -889,10 +886,7 @@ fixed_t P_GetCeilingZ(mobj_t *mobj, sector_t *sector, fixed_t x, fixed_t y, line
testy += y;
// If the lowest point is in the sector, then we have it easy! Just get the Z at that point
if (R_PointInSubsector(testx, testy)->sector == sector
// The following line is a hack to fix a bug where an object pops down on the frame its highest corner re-enters the sloped sector.
|| R_PointInSubsector(testx+mobj->momx, testy+mobj->momy)->sector == sector
)
if (R_PointInSubsector(testx, testy)->sector == sector)
return P_GetZAt(slope, testx, testy);
// If we're just testing for base sector location (no collision line), just go for the center's spot...