diff --git a/src/p_mobj.c b/src/p_mobj.c index 013f523c..33dc1cbb 100644 --- a/src/p_mobj.c +++ b/src/p_mobj.c @@ -3033,12 +3033,7 @@ void P_MobjCheckWater(mobj_t *mobj) player_t *p = mobj->player; // Will just be null if not a player. // Default if no water exists. - mobj->watertop = mobj->waterbottom = mobj->subsector->sector->floorheight - 1000*FRACUNIT; - -#ifdef ESLOPE // Set the correct waterbottom/top to be below the lowest point of the slope - if (mobj->subsector->sector->f_slope) - mobj->watertop = mobj->waterbottom = mobj->subsector->sector->f_slope->lowz - 1000*FRACUNIT; -#endif + mobj->watertop = mobj->waterbottom = mobj->z - 1000*FRACUNIT; // Reset water state. mobj->eflags &= ~(MFE_UNDERWATER|MFE_TOUCHWATER|MFE_GOOWATER); @@ -3267,7 +3262,7 @@ static void P_SceneryCheckWater(mobj_t *mobj) sector_t *sector; // Default if no water exists. - mobj->watertop = mobj->waterbottom = mobj->subsector->sector->floorheight - 1000*FRACUNIT; + mobj->watertop = mobj->waterbottom = mobj->z - 1000*FRACUNIT; // see if we are in water, and set some flags for later sector = mobj->subsector->sector; @@ -3275,6 +3270,7 @@ static void P_SceneryCheckWater(mobj_t *mobj) if (sector->ffloors) { ffloor_t *rover; + fixed_t topheight, bottomheight; mobj->eflags &= ~(MFE_UNDERWATER|MFE_TOUCHWATER); @@ -3282,20 +3278,32 @@ static void P_SceneryCheckWater(mobj_t *mobj) { if (!(rover->flags & FF_EXISTS) || !(rover->flags & FF_SWIMMABLE) || rover->flags & FF_BLOCKOTHERS) continue; - if (*rover->topheight <= mobj->z - || *rover->bottomheight > (mobj->z + FixedMul(mobj->info->height >> 1, mobj->scale))) + + topheight = *rover->topheight; + bottomheight = *rover->bottomheight; + +#ifdef ESLOPE + if (*rover->t_slope) + topheight = P_GetZAt(*rover->t_slope, mobj->x, mobj->y); + + if (*rover->b_slope) + bottomheight = P_GetZAt(*rover->b_slope, mobj->x, mobj->y); +#endif + + if (topheight <= mobj->z + || bottomheight > (mobj->z + FixedMul(mobj->info->height >> 1, mobj->scale))) continue; - if (mobj->z + FixedMul(mobj->info->height, mobj->scale) > *rover->topheight) + if (mobj->z + FixedMul(mobj->info->height, mobj->scale) > topheight) mobj->eflags |= MFE_TOUCHWATER; else mobj->eflags &= ~MFE_TOUCHWATER; // Set the watertop and waterbottom - mobj->watertop = *rover->topheight; - mobj->waterbottom = *rover->bottomheight; + mobj->watertop = topheight; + mobj->waterbottom = bottomheight; - if (mobj->z + FixedMul(mobj->info->height >> 1, mobj->scale) < *rover->topheight) + if (mobj->z + FixedMul(mobj->info->height >> 1, mobj->scale) < topheight) mobj->eflags |= MFE_UNDERWATER; else mobj->eflags &= ~MFE_UNDERWATER;