Merge branch 'master' into floatcvt

# Conflicts:
#	src/p_map.cpp
This commit is contained in:
Christoph Oelckers 2016-04-04 14:19:34 +02:00
commit 7586320038
3 changed files with 8 additions and 16 deletions

View file

@ -335,6 +335,8 @@ bool P_TeleportMove(AActor* thing, const DVector3 &pos, bool telefrag, bool modi
tmf.abovemidtex = false;
P_GetFloorCeilingZ(tmf, 0);
spechit.Clear(); // this is needed so that no more specials get activated after crossing a teleporter.
bool StompAlwaysFrags = ((thing->flags2 & MF2_TELESTOMP) || (level.flags & LEVEL_MONSTERSTELEFRAG) || telefrag) && !(thing->flags7 & MF7_NOTELESTOMP);
// P_LineOpening requires the thing's z to be the destination z in order to work.
@ -2284,12 +2286,7 @@ bool P_TryMove(AActor *thing, const DVector2 &pos,
line_t *ld = spec.line;
// see if the line was crossed
// One more case of trying to preserve some side effects from the original:
// If the reference position is the same as the actor's position before checking the spechits,
// we use the thing's actual position, including all the side effects of the original.
// If some portal transition has to be considered here, we cannot do that and use the reference position stored with the spechit.
bool posisoriginal = (spec.Refpos == lastpos);
side = posisoriginal? P_PointOnLineSide(thing->Pos(), ld) : P_PointOnLineSide(spec.Refpos, ld);
side = P_PointOnLineSide(spec.Refpos, ld);
oldside = P_PointOnLineSide(spec.Oldrefpos, ld);
if (side != oldside && ld->special && !(thing->flags6 & MF6_NOTRIGGER))
{