- 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

@ -2467,12 +2467,23 @@ void P_NightmareRespawn (AActor *mobj)
mo = AActor::StaticSpawn(RUNTIME_TYPE(mobj), x, y, z, NO_REPLACE, true);
if (z == ONFLOORZ)
{
mo->z += mobj->SpawnPoint[2];
if (mo->z < mo->floorz)
{ // Do not respawn monsters in the floor, even if that's where they
// started. The initial P_ZMovement() call would have put them on
// the floor right away, but we need them on the floor now so we
// can use P_CheckPosition() properly.
mo->z = mo->floorz;
}
}
else if (z == ONCEILINGZ)
{
mo->z -= mobj->SpawnPoint[2];
}
// something is occupying its position?
if (!P_TestMobjLocation (mo))
if (!P_CheckPosition(mo, mo->x, mo->y, true))
{
//[GrafZahl] MF_COUNTKILL still needs to be checked here.
mo->ClearCounters();
@ -2481,7 +2492,7 @@ void P_NightmareRespawn (AActor *mobj)
}
// If there are 3D floors, we need to find floor/ceiling again.
P_FindFloorCeiling(mo);
P_FindFloorCeiling(mo, true);
z = mo->z;