Merge branch 'master' into scripting

Conflicts:
	src/p_effect.cpp
	src/p_effect.h
	src/p_local.h
	src/p_map.cpp
	src/thingdef/thingdef_codeptr.cpp
	wadsrc/static/actors/actor.txt
	wadsrc/static/actors/shared/inventory.txt
	zdoom.vcproj
This commit is contained in:
Christoph Oelckers 2015-04-28 14:45:13 +02:00
commit 2e0f999fea
108 changed files with 5431 additions and 1038 deletions

View file

@ -1034,7 +1034,7 @@ bool PIT_CheckThing(AActor *thing, FCheckPosition &tm)
// Both things overlap in x or y direction
bool unblocking = false;
if (tm.FromPMove || tm.thing->player != NULL)
if ((tm.FromPMove || tm.thing->player != NULL) && thing->flags&MF_SOLID)
{
// Both actors already overlap. To prevent them from remaining stuck allow the move if it
// takes them further apart or the move does not change the position (when called from P_ChangeSector.)
@ -1042,7 +1042,9 @@ bool PIT_CheckThing(AActor *thing, FCheckPosition &tm)
{
unblocking = true;
}
else
else if (abs(thing->x - tm.thing->x) < (thing->radius+tm.thing->radius)/2 &&
abs(thing->y - tm.thing->y) < (thing->radius+tm.thing->radius)/2)
{
fixed_t newdist = P_AproxDistance(thing->x - tm.x, thing->y - tm.y);
fixed_t olddist = P_AproxDistance(thing->x - tm.thing->x, thing->y - tm.thing->y);
@ -4140,7 +4142,7 @@ static ETraceStatus ProcessRailHit(FTraceResults &res, void *userdata)
//
//
//==========================================================================
void P_RailAttack(AActor *source, int damage, int offset_xy, fixed_t offset_z, int color1, int color2, double maxdiff, int railflags, PClassActor *puffclass, angle_t angleoffset, angle_t pitchoffset, fixed_t distance, int duration, double sparsity, double drift, PClassActor *spawnclass)
void P_RailAttack(AActor *source, int damage, int offset_xy, fixed_t offset_z, int color1, int color2, double maxdiff, int railflags, PClassActor *puffclass, angle_t angleoffset, angle_t pitchoffset, fixed_t distance, int duration, double sparsity, double drift, PClassActor *spawnclass, int SpiralOffset)
{
fixed_t vx, vy, vz;
angle_t angle, pitch;
@ -4295,7 +4297,7 @@ void P_RailAttack(AActor *source, int damage, int offset_xy, fixed_t offset_z, i
end.X = FIXED2FLOAT(trace.X);
end.Y = FIXED2FLOAT(trace.Y);
end.Z = FIXED2FLOAT(trace.Z);
P_DrawRailTrail(source, start, end, color1, color2, maxdiff, railflags, spawnclass, source->angle + angleoffset, duration, sparsity, drift);
P_DrawRailTrail(source, start, end, color1, color2, maxdiff, railflags, spawnclass, source->angle + angleoffset, duration, sparsity, drift, SpiralOffset);
}
//==========================================================================