- Fixed: A_Respawn and P_NightmareRespawn() should not check for collision with world geometry.

The initial spawn did not, so this can prevent respawns of things that were initially
  spawned if they happen to intersect a wall.
- Fixed: Don't respawn actors inside the floor.
- Fixed: The final calls to P_FindFloorCeiling() in P_NightmareRespawn() and A_RestoreSpecialPosition
  also need to pass true as the second parameter. (Because this parameter is onlyspawnpos, not
  onlymidtex.)

SVN r3518 (trunk)
This commit is contained in:
Randy Heit 2012-04-06 04:46:45 +00:00
commit 5358fd594b
5 changed files with 39 additions and 12 deletions

View file

@ -384,8 +384,13 @@ DEFINE_ACTION_FUNCTION(AActor, A_RestoreSpecialPosition)
self->z += FloatBobOffsets[(self->FloatBobPhase + level.maptime) & 63];
}
}
// Redo floor/ceiling check, now with 3D floors
P_FindFloorCeiling(self);
// Redo floor/ceiling check, in case of 3D floors
P_FindFloorCeiling(self, true);
if (self->z < self->floorz)
{ // Do not reappear under the floor, even if that's where we were for the
// initial spawn.
self->z = self->floorz;
}
}
int AInventory::StaticLastMessageTic;