- Fixed: The rail sound used the shooter's position for calculating the sound origin

but should use the camera position instead to get the correct position for
  the closest point along the trail.
- Fixed: Explosions no longer caused splashes.
- Fixed: Copying translations to lower decals had the shade color check wrong.
- Fixed: Waggling floors did not move attached geometry.
- Cleaned up p_floor.cpp so that related parts of the code are grouped together.

SVN r1926 (trunk)
This commit is contained in:
Christoph Oelckers 2009-10-17 11:30:44 +00:00
commit 0c39b5c66a
12 changed files with 341 additions and 219 deletions

View file

@ -609,10 +609,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Explode)
}
P_RadiusAttack (self, self->target, damage, distance, self->DamageType, hurtSource, true, fulldmgdistance);
if (self->z <= self->floorz + (distance<<FRACBITS))
{
P_HitFloor (self);
}
P_CheckSplash(self, distance<<FRACBITS);
if (alert && self->target != NULL && self->target->player != NULL)
{
validcount++;
@ -637,10 +634,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RadiusThrust)
if (distance <= 0) distance = force;
P_RadiusAttack (self, self->target, force, distance, self->DamageType, affectSource, false);
if (self->z <= self->floorz + (distance<<FRACBITS))
{
P_HitFloor (self);
}
P_CheckSplash(self, distance<<FRACBITS);
}
//==========================================================================