- 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:
parent
8a08fb2f6a
commit
1703842a94
6 changed files with 10 additions and 10 deletions
|
|
@ -98,7 +98,7 @@ bool P_Thing_Spawn (int tid, AActor *source, int type, DAngle angle, bool fog, i
|
|||
mobj->Angles.Yaw = (angle != 1000000. ? angle : spot->Angles.Yaw);
|
||||
if (fog)
|
||||
{
|
||||
P_SpawnTeleportFog(mobj, spot->PosPlusZ(TELEFOGHEIGHT), false, true);
|
||||
P_SpawnTeleportFog(mobj, spot->Pos(), false, true);
|
||||
}
|
||||
if (mobj->flags & MF_SPECIAL)
|
||||
mobj->flags |= MF_DROPPED; // Don't respawn
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue