- Fixed: Heretic's mace never respawned in deathmatch games.

- Fixed: At resolutions taller than 600 pixels or so, tall sky textures were
  drawn a row too low. This was quite visible on Hexen MAP06.
- Fixed: P_CheckSlopeWalk() must return false if floorsector != sector, or
  the actor will be yanked down to the floorsector by P_TryMove().
- Fixed: ClearActorInventory, GiveActorInventory, and TakeActorInventory
  only affected the first actor with the given TID.
- Fixed: The color boxes for the colorpicker menu items were drawn a little
  too low.

SVN r603 (trunk)
This commit is contained in:
Randy Heit 2007-12-18 03:25:19 +00:00
commit 1b55520a8b
6 changed files with 67 additions and 11 deletions

View file

@ -2302,7 +2302,7 @@ bool P_CheckSlopeWalk (AActor *actor, fixed_t &xmove, fixed_t &ymove)
{ // Can't climb up slopes of ~45 degrees or more
if (actor->flags & MF_NOCLIP)
{
return true;
return (actor->floorsector == actor->Sector);
}
else
{
@ -2338,7 +2338,7 @@ bool P_CheckSlopeWalk (AActor *actor, fixed_t &xmove, fixed_t &ymove)
desty -= FixedMul (plane->b, t);
xmove = destx - actor->x;
ymove = desty - actor->y;
return true;
return (actor->floorsector == actor->Sector);
}
else if (t > 0)
{ // Desired location is in front of (above) the plane
@ -2349,7 +2349,7 @@ bool P_CheckSlopeWalk (AActor *actor, fixed_t &xmove, fixed_t &ymove)
desty += FixedMul (plane->b, t);
xmove = destx - actor->x;
ymove = desty - actor->y;
return true;//(plane->c >= STEEPSLOPE);
return (actor->floorsector == actor->Sector);//(plane->c >= STEEPSLOPE);
}
}
}