Micky C, on 23 February 2015 - 03:19 AM, said:
Yes, can confirm that by experiment. See the attached ZIP file which contains a map and a CON file for a small ball that moves back and fowrard across a sloped elevation.
Doing some investigation, one finds that the reason is twofold: (1) the particular way the getzrange engine function handles nearby sectors and (2) the fact that the game calls it with a fixed walldist value for all actors (127, from A_GetZLimits() in gameexec.c) regardless of their actual size.
Attached File(s)
-
getzrange_slope_test.zip (1.48K)
Number of downloads: 284