Micky C, on 17 December 2011 - 07:04 PM, said:
Well, my initial warning about how TROR is intended for 'large-scale work' only and that sectors be at least of 'Duke height' was for this very reason, but I see that this is flawed as scale is relative and a boss in a Duke-high sector would still be bugged. I think fixing this is mostly a matter of searching the TROR neighbors in clipmove() and hitscan() [here, even if the ray doesn't intersect the ceiling/floor], but as I wrote in the CON coding thread a while ago, a lot of time can be spent in these functions under certain circumstances, which is why I probably will make the TROR bits in their 'clipmask' argument mean "search TROR neighbors too".
TLDR version: needs thinking...