- fixed some issues with teleport fog:

* many calls didn't use TELEFOGHEIGHT, mostly those coming from external code submissions that never were tested on anything but Doom. Addressed by adding this value inside P_SpawnTeleportFog and making the distinction between projectiles and non-projectiles from P_Teleport also part of this function.
* there were still a few places which spawned the teleport fog directly, skipping all the added features of P_SpawnTeleportFog.
This commit is contained in:
Christoph Oelckers 2016-06-06 10:48:40 +02:00
commit 1703842a94
6 changed files with 10 additions and 10 deletions

View file

@ -2789,10 +2789,10 @@ void P_NightmareRespawn (AActor *mobj)
mo->Prev.Z = z; // Do not interpolate Z position if we changed it since spawning.
// spawn a teleport fog at old spot because of removal of the body?
P_SpawnTeleportFog(mobj, mobj->PosPlusZ(TELEFOGHEIGHT), true, true);
P_SpawnTeleportFog(mobj, mobj->Pos(), true, true);
// spawn a teleport fog at the new spot
P_SpawnTeleportFog(mobj, DVector3(mobj->SpawnPoint, z + TELEFOGHEIGHT), false, true);
P_SpawnTeleportFog(mobj, DVector3(mobj->SpawnPoint, z), false, true);
// remove the old monster
mobj->Destroy ();
@ -4685,7 +4685,7 @@ APlayerPawn *P_SpawnPlayer (FPlayerStart *mthing, int playernum, int flags)
if (multiplayer)
{
Spawn ("TeleportFog", mobj->Vec3Angle(20., mobj->Angles.Yaw, TELEFOGHEIGHT), ALLOW_REPLACE);
P_SpawnTeleportFog(mobj, mobj->Vec3Angle(20., mobj->Angles.Yaw, 0.), false, true);
}
// "Fix" for one of the starts on exec.wad MAP01: If you start inside the ceiling,