diff --git a/Source/Core/Editing/ClassicMode.cs b/Source/Core/Editing/ClassicMode.cs index 751d2194114e49102ee6546f0a10ba6aaaa2dc95..2bce2945ce64ce299dfd992aa163e733016e432d 100755 --- a/Source/Core/Editing/ClassicMode.cs +++ b/Source/Core/Editing/ClassicMode.cs @@ -791,7 +791,7 @@ namespace CodeImp.DoomBuilder.Editing playerStartPosition = start.Position; //everything should be valid, let's move player start here - start.Move(new Vector3D(mousemappos.x, mousemappos.y, s.FloorHeight)); + start.Move(new Vector3D(mousemappos.x, mousemappos.y, 0)); General.Map.UndoRedo.IgnorePropChanges = oldignorepropchanges; } diff --git a/Source/Core/VisualModes/VisualMode.cs b/Source/Core/VisualModes/VisualMode.cs index b7c7882eeaf40df3cb1e93aa1843e75108151fb8..8617f41b4ca69da2260d43729704be2cb636df43 100755 --- a/Source/Core/VisualModes/VisualMode.cs +++ b/Source/Core/VisualModes/VisualMode.cs @@ -223,7 +223,7 @@ namespace CodeImp.DoomBuilder.VisualModes if(nearestsector != null) { int sectorheight = nearestsector.CeilHeight - nearestsector.FloorHeight; - if(sectorheight < 41) + if(sectorheight < 48) posz = nearestsector.FloorHeight + Math.Max(16, sectorheight / 2); else if(General.Map.VisualCamera.Position.z < nearestsector.FloorHeight + 41) posz = nearestsector.FloorHeight + 41; // same as in doom @@ -360,7 +360,7 @@ namespace CodeImp.DoomBuilder.VisualModes } //41 = player's height in Doom. Is that so in all other games as well? - if(s.CeilHeight - s.FloorHeight < 41) + if(s.CeilHeight - s.FloorHeight < 48) { General.MainWindow.DisplayStatus(StatusType.Warning, "Can't test from current position: sector is too low!"); return false;