- Fixed: Do not interpolate from an actor's despawned position to its spawned position when it

respawns.
- Use doubles instead of floats, as appropriate, in PIT_FindFloorCeiling().
- Fixed: The second call to P_FindFloorCeiling() in A_RestoreSpecialPosition and P_NightmareRespawn()
  must only consider 3D floors and midtexes.

SVN r3545 (trunk)
This commit is contained in:
Randy Heit 2012-04-08 21:12:14 +00:00
commit 837126ae57
5 changed files with 87 additions and 65 deletions

View file

@ -385,7 +385,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_RestoreSpecialPosition)
}
}
// Redo floor/ceiling check, in case of 3D floors
P_FindFloorCeiling(self, FFCF_SAMESECTOR);
P_FindFloorCeiling(self, FFCF_SAMESECTOR | FFCF_ONLY3DFLOORS);
if (self->z < self->floorz)
{ // Do not reappear under the floor, even if that's where we were for the
// initial spawn.
@ -395,6 +395,11 @@ DEFINE_ACTION_FUNCTION(AActor, A_RestoreSpecialPosition)
{ // Do the same for the ceiling.
self->z = self->ceilingz - self->height;
}
// Do not interpolate from the position the actor was at when it was
// picked up, in case that is different from where it is now.
self->PrevX = self->x;
self->PrevY = self->y;
self->PrevZ = self->z;
}
int AInventory::StaticLastMessageTic;