Merge branch 'master' into scripting
Conflicts: src/g_shared/a_sharedglobal.h src/thingdef/thingdef_codeptr.cpp src/thingdef/thingdef_data.cpp
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commit
5f1c4d157c
26 changed files with 327 additions and 120 deletions
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@ -1592,7 +1592,7 @@ bool P_CheckPosition(AActor *thing, fixed_t x, fixed_t y, bool actorsonly)
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bool P_TestMobjLocation(AActor *mobj)
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{
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int flags;
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ActorFlags flags;
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flags = mobj->flags;
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mobj->flags &= ~MF_PICKUP;
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@ -3726,13 +3726,17 @@ AActor *P_LineAttack(AActor *t1, angle_t angle, fixed_t distance,
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}
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// [RH] Spawn a decal
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if (trace.HitType == TRACE_HitWall && trace.Line->special != Line_Horizon)
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if (trace.HitType == TRACE_HitWall && trace.Line->special != Line_Horizon && !(flags & LAF_NOIMPACTDECAL) && !(puffDefaults->flags7 & MF7_NODECAL))
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{
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// [TN] If the actor or weapon has a decal defined, use that one.
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if (t1->DecalGenerator != NULL ||
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(t1->player != NULL && t1->player->ReadyWeapon != NULL && t1->player->ReadyWeapon->DecalGenerator != NULL))
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{
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SpawnShootDecal(t1, trace);
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// [ZK] If puff has FORCEDECAL set, do not use the weapon's decal
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if (puffDefaults->flags7 & MF7_FORCEDECAL && puff != NULL && puff->DecalGenerator)
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SpawnShootDecal(puff, trace);
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else
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SpawnShootDecal(t1, trace);
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}
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// Else, look if the bulletpuff has a decal defined.
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@ -4921,7 +4925,7 @@ EXTERN_CVAR(Int, cl_bloodtype)
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bool P_AdjustFloorCeil(AActor *thing, FChangePosition *cpos)
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{
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int flags2 = thing->flags2 & MF2_PASSMOBJ;
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ActorFlags2 flags2 = thing->flags2 & MF2_PASSMOBJ;
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FCheckPosition tm;
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if ((thing->flags2 & MF2_PASSMOBJ) && (thing->flags3 & MF3_ISMONSTER))
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