3D floors, slopes and monsters

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The Ultimate DooMer
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3D floors, slopes and monsters

Post by The Ultimate DooMer »

When a monster approaches a drop that it can't navigate, it'll still walk onto a 3D floor positioned above it (as we all know). However, if it approaches a slope that it can't navigate, it will not walk onto a 3D floor positioned above it. (see test wad - left is flatter, right is steeper)
bridgetest.zip
Bridge test
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Logan MTM
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Re: 3D floors, slopes and monsters

Post by Logan MTM »

[spoiler]Image[/spoiler]
So as you read this know my friends I'd love to stay with you all.
Please smile when you think of me. My body's gone that's all...
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The Ultimate DooMer
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Re: 3D floors, slopes and monsters

Post by The Ultimate DooMer »

Try in Hexen :P
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Logan MTM
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Re: 3D floors, slopes and monsters

Post by Logan MTM »

How could i guess? :P
So as you read this know my friends I'd love to stay with you all.
Please smile when you think of me. My body's gone that's all...
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Gez
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Re: 3D floors, slopes and monsters

Post by Gez »

No need to guess with this.
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Gez
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Re: 3D floors, slopes and monsters

Post by Gez »

Fixed in r882 by basically copying the 3D floor detection code from AActor::Tick() in the PIT_CheckLine() function, so that the dropoff detection code is aware of extra floors.
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