- sync source with latest GZDoom:
Includes: - Made the move tried from checking missile spawns ignore drop off height. This solves the Voodoo Gun ghostly civilian issue. - Fixed: the NOTELEPORT flag is removed from Dehacked missiles which lose the MISSILE flag. This caused problems with certain special effects based on dehacked spawn cubes. - Fixed: all Boom silent teleporters preserve relative height. - support for palette independent particle colors if the renderer can handle them. SVN r3329 (trunk)
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20 changed files with 488 additions and 339 deletions
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@ -1090,6 +1090,15 @@ static int PatchThing (int thingy)
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value[0] &= ~MF_TRANSLUCENT; // clean the slot
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vchanged[2] = true; value[2] |= 2; // let the TRANSLUCxx code below handle it
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}
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if ((info->flags & MF_MISSILE) && (info->flags2 & MF2_NOTELEPORT)
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&& !(value[0] & MF_MISSILE))
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{
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// ZDoom gives missiles flags that did not exist in Doom: MF2_NOTELEPORT,
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// MF2_IMPACT, and MF2_PCROSS. The NOTELEPORT one can be a problem since
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// some projectile actors (those new to Doom II) were not excluded from
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// triggering line effects and can teleport when the missile flag is removed.
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info->flags2 &= ~MF2_NOTELEPORT;
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}
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info->flags = value[0];
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}
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if (vchanged[1])
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