There could be a slight misunderstanding here of what my code handles and what it doesn't. It does handle collision of things against model sprites. It does not handle collision of the model sprite against other sprites or the map geometry in a new way. Why the asymmetry? The reasons are that the API doesn't work that way (you only pass coordinates to clipmove, for example) and if it did, there would be many new issues to deal with, including the aforementioned clipping on rotation.
Plagman: you're right, of course. What I was trying to express was that there shouldn't necessarily be a 1 to 1 relation, nor should the walls of one sector necessarily match the other. Think of an elevator shaft with the exits slightly off on every level. With the restriction, a mapper would need to put points in every sector where any lower or upper sector had points, wasting the most precious map resource. In a way, this resembles the problems mappers face when they want to model the floor and ceiling separately.

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