- 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)
This commit is contained in:
Christoph Oelckers 2011-12-06 08:36:28 +00:00
commit 893455ef61
20 changed files with 488 additions and 339 deletions

View file

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