- Random spawners no longer move the missile forward when spawning them, because presumably

whatever spawned the random spawner already took care of this.
- Added a maxdist parameter to P_CheckMissileSpawn() to help ensure that it doesn't completely 
  move the spawned missile outside of its shooter (and potentially beyond a wall the shooter
  might happen to be standing next to).

SVN r4194 (trunk)
This commit is contained in:
Randy Heit 2013-03-21 03:06:04 +00:00
commit 2874d927b1
15 changed files with 81 additions and 93 deletions

View file

@ -173,7 +173,7 @@ class ARandomSpawner : public AActor
newmobj->z += SpawnPoint[2];
}
if (newmobj->flags & MF_MISSILE)
P_CheckMissileSpawn(newmobj);
P_CheckMissileSpawn(newmobj, 0);
// Bouncecount is used to count how many recursions we're in.
if (newmobj->IsKindOf(PClass::FindClass("RandomSpawner")))
newmobj->bouncecount = ++bouncecount;