- 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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@ -5017,7 +5017,7 @@ bool P_CheckMissileSpawn (AActor* th)
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bool MBFGrenade = (!(th->flags & MF_MISSILE) || (th->BounceFlags & BOUNCE_MBF));
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// killough 3/15/98: no dropoff (really = don't care for missiles)
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if (!(P_TryMove (th, th->x, th->y, false, NULL, tm)))
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if (!(P_TryMove (th, th->x, th->y, false, NULL, tm, true)))
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{
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// [RH] Don't explode ripping missiles that spawn inside something
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if (th->BlockingMobj == NULL || !(th->flags2 & MF2_RIP) || (th->BlockingMobj->flags5 & MF5_DONTRIP))
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