- added a 'non-modify' mode to P_TeleportMove and let A_Respawn use that, rather than letting P_TeleportMove muck around with the actor properties and then have A_Respawn only partially and haphazardly restoring them afterward.

This commit is contained in:
Christoph Oelckers 2016-01-16 16:30:53 +01:00
commit 0e645ad173
3 changed files with 33 additions and 41 deletions

View file

@ -376,7 +376,7 @@ void P_FindFloorCeiling(AActor *actor, int flags)
//
//==========================================================================
bool P_TeleportMove(AActor *thing, fixed_t x, fixed_t y, fixed_t z, bool telefrag)
bool P_TeleportMove(AActor *thing, fixed_t x, fixed_t y, fixed_t z, bool telefrag, bool modifyactor)
{
FCheckPosition tmf;
sector_t *oldsec = thing->Sector;
@ -455,37 +455,40 @@ bool P_TeleportMove(AActor *thing, fixed_t x, fixed_t y, fixed_t z, bool telefra
return false;
}
// the move is ok, so link the thing into its new position
thing->SetOrigin(x, y, z);
thing->floorz = tmf.floorz;
thing->ceilingz = tmf.ceilingz;
thing->floorsector = tmf.floorsector;
thing->floorpic = tmf.floorpic;
thing->floorterrain = tmf.floorterrain;
thing->ceilingsector = tmf.ceilingsector;
thing->ceilingpic = tmf.ceilingpic;
thing->dropoffz = tmf.dropoffz; // killough 11/98
thing->BlockingLine = NULL;
if (thing->flags2 & MF2_FLOORCLIP)
if (modifyactor)
{
thing->AdjustFloorClip();
}
// the move is ok, so link the thing into its new position
thing->SetOrigin(x, y, z);
thing->floorz = tmf.floorz;
thing->ceilingz = tmf.ceilingz;
thing->floorsector = tmf.floorsector;
thing->floorpic = tmf.floorpic;
thing->floorterrain = tmf.floorterrain;
thing->ceilingsector = tmf.ceilingsector;
thing->ceilingpic = tmf.ceilingpic;
thing->dropoffz = tmf.dropoffz; // killough 11/98
thing->BlockingLine = NULL;
if (thing == players[consoleplayer].camera)
{
R_ResetViewInterpolation();
}
if (thing->flags2 & MF2_FLOORCLIP)
{
thing->AdjustFloorClip();
}
thing->PrevX = x;
thing->PrevY = y;
thing->PrevZ = z;
if (thing == players[consoleplayer].camera)
{
R_ResetViewInterpolation();
}
// If this teleport was caused by a move, P_TryMove() will handle the
// sector transition messages better than we can here.
if (!(thing->flags6 & MF6_INTRYMOVE))
{
thing->CheckSectorTransition(oldsec);
thing->PrevX = x;
thing->PrevY = y;
thing->PrevZ = z;
// If this teleport was caused by a move, P_TryMove() will handle the
// sector transition messages better than we can here.
if (!(thing->flags6 & MF6_INTRYMOVE))
{
thing->CheckSectorTransition(oldsec);
}
}
return true;