- 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

@ -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