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raw | patch | inline | side by side (parent: 893195f)
raw | patch | inline | side by side (parent: 893195f)
author | Ketmar Dark <ketmar@ketmar.no-ip.org> | |
Sat, 2 Sep 2017 20:20:30 +0000 (23:20 +0300) | ||
committer | Ketmar Dark <ketmar@ketmar.no-ip.org> | |
Sat, 2 Sep 2017 20:20:43 +0000 (23:20 +0300) |
src/game/g_gfx.pas | patch | blob | history |
diff --git a/src/game/g_gfx.pas b/src/game/g_gfx.pas
index 593613e79e07c3f636746a793f63606c3761d859..47c638c8e3bf79d92738398d24e1719f936549c7 100644 (file)
--- a/src/game/g_gfx.pas
+++ b/src/game/g_gfx.pas
// check for level bounds
if (x < g_Map_MinX) or (y < g_Map_MinY) or (x > g_Map_MaxX) or (y > g_Map_MaxY) then continue;
- // in what environment we are starting in?
- pan := g_Map_PanelAtPoint(x, y, (GridTagObstacle or GridTagLiquid));
- if (pan <> nil) then
+ // this hack will allow water spawned in water to fly out
+ // it can happen when player fell from a huge height (see "DOOM2D.WAD:\MAP03", for example)
+ if (fVelY >= 0) then
begin
- // either in a wall, or in a liquid
- //if ((pan.tag and GridTagObstacle) <> 0) then continue; // don't spawn in walls
- //env := TEnvType.ELiquid;
- //continue;
- env := TEnvType.EAir;
+ // in what environment we are starting in?
+ pan := g_Map_PanelAtPoint(x, y, (GridTagObstacle or GridTagLiquid));
end
else
begin
- env := TEnvType.EAir;
+ pan := g_Map_PanelAtPoint(x, y, GridTagObstacle);
end;
+ env := TEnvType.EAir;
// color
case color of