- 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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@ -1646,7 +1646,8 @@ static void CheckForPushSpecial (line_t *line, int side, AActor *mobj)
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bool P_TryMove (AActor *thing, fixed_t x, fixed_t y,
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int dropoff, // killough 3/15/98: allow dropoff as option
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const secplane_t *onfloor, // [RH] Let P_TryMove keep the thing on the floor
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FCheckPosition &tm)
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FCheckPosition &tm,
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bool missileCheck) // [GZ] Fired missiles ignore the drop-off test
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{
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fixed_t oldx;
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fixed_t oldy;
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@ -1777,7 +1778,7 @@ bool P_TryMove (AActor *thing, fixed_t x, fixed_t y,
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if (dropoff==2 && // large jump down (e.g. dogs)
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(tm.floorz-tm.dropoffz > 128*FRACUNIT || thing->target == NULL || thing->target->z >tm.dropoffz))
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{
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dropoff = false;
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dropoff = false;
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}
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@ -1795,8 +1796,9 @@ bool P_TryMove (AActor *thing, fixed_t x, fixed_t y,
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}
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if (floorz - tm.dropoffz > thing->MaxDropOffHeight &&
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!(thing->flags2 & MF2_BLASTED))
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!(thing->flags2 & MF2_BLASTED) && !missileCheck)
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{ // Can't move over a dropoff unless it's been blasted
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// [GZ] Or missile-spawned
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thing->z = oldz;
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return false;
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}
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