- 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)
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5 changed files with 39 additions and 12 deletions
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@ -1256,7 +1256,7 @@ bool PIT_CheckThing (AActor *thing, FCheckPosition &tm)
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//
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//==========================================================================
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bool P_CheckPosition (AActor *thing, fixed_t x, fixed_t y, FCheckPosition &tm)
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bool P_CheckPosition (AActor *thing, fixed_t x, fixed_t y, FCheckPosition &tm, bool actorsonly)
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{
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sector_t *newsec;
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AActor *thingblocker;
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@ -1399,7 +1399,7 @@ bool P_CheckPosition (AActor *thing, fixed_t x, fixed_t y, FCheckPosition &tm)
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thing->BlockingMobj = NULL;
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thing->height = realheight;
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if (thing->flags & MF_NOCLIP)
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if (actorsonly || (thing->flags & MF_NOCLIP))
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return (thing->BlockingMobj = thingblocker) == NULL;
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FBlockLinesIterator it(box);
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@ -1435,10 +1435,10 @@ bool P_CheckPosition (AActor *thing, fixed_t x, fixed_t y, FCheckPosition &tm)
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return (thing->BlockingMobj = thingblocker) == NULL;
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}
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bool P_CheckPosition (AActor *thing, fixed_t x, fixed_t y)
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bool P_CheckPosition (AActor *thing, fixed_t x, fixed_t y, bool actorsonly)
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{
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FCheckPosition tm;
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return P_CheckPosition(thing, x, y, tm);
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return P_CheckPosition(thing, x, y, tm, actorsonly);
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}
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//----------------------------------------------------------------------------
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