tr1|tr2/objects/door: reset sector tilt on closed doors #1959
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Resolves #1958.
Checklist
Description
Before the FD refactor in both games, closing a door would reset the sector FD index to 0, and so that meant functions such as
Room_GetCeiling
would not interpret tilt values. I missed applying the equivalent reset in both #1433 and #1896 and so the result was thatNO_HEIGHT
values would be adjusted with tilt values, and hence produce something other thanNO_HEIGHT
and therefore potential invisible geometry.Quite specific still for the issue itself: you need a door that's not on a portal sector in a room above, and there must be tilt geometry defined. This doesn't happen in OG TR1 AFAIK, so I've attached a test level.
level1.zip