Ported RenderRadius and related code from gzdoom branch
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4ee2d4a1a4
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87b23d160b
12 changed files with 133 additions and 6 deletions
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@ -204,6 +204,7 @@ DEFINE_FIELD(AActor, ceilingsector)
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DEFINE_FIELD(AActor, ceilingpic)
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DEFINE_FIELD(AActor, Height)
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DEFINE_FIELD(AActor, radius)
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DEFINE_FIELD(AActor, renderradius)
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DEFINE_FIELD(AActor, projectilepassheight)
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DEFINE_FIELD(AActor, tics)
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DEFINE_FIELD_NAMED(AActor, state, curstate) // clashes with type 'state'.
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@ -510,6 +511,8 @@ void AActor::Serialize(FSerializer &arc)
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void AActor::PostSerialize()
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{
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touching_sectorlist = NULL;
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if (touching_render_sectors) delete touching_render_sectors;
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touching_render_sectors = NULL;
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LinkToWorld(false, Sector);
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AddToHash();
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@ -4544,6 +4547,7 @@ AActor *AActor::StaticSpawn (PClassActor *type, const DVector3 &pos, replace_t a
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actor->frame = st->GetFrame();
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actor->renderflags = (actor->renderflags & ~RF_FULLBRIGHT) | ActorRenderFlags::FromInt (st->GetFullbright());
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actor->touching_sectorlist = NULL; // NULL head of sector list // phares 3/13/98
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actor->touching_render_sectors = NULL;
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if (G_SkillProperty(SKILLP_FastMonsters) && actor->GetClass()->FastSpeed >= 0)
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actor->Speed = actor->GetClass()->FastSpeed;
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