- 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:
parent
8e8331d44c
commit
893455ef61
20 changed files with 488 additions and 339 deletions
|
|
@ -1452,6 +1452,8 @@ public:
|
|||
char *buffer = new char[map->Size(ML_TEXTMAP)];
|
||||
|
||||
isTranslated = true;
|
||||
isExtended = false;
|
||||
floordrop = false;
|
||||
|
||||
map->Read(ML_TEXTMAP, buffer);
|
||||
sc.OpenMem(Wads.GetLumpFullName(map->lumpnum), buffer, map->Size(ML_TEXTMAP));
|
||||
|
|
@ -1570,6 +1572,12 @@ public:
|
|||
}
|
||||
}
|
||||
|
||||
// Catch bogus maps here rather than during nodebuilding
|
||||
if (ParsedVertices.Size() == 0) I_Error("Map has no vertices.\n");
|
||||
if (ParsedSectors.Size() == 0) I_Error("Map has no sectors. \n");
|
||||
if (ParsedLines.Size() == 0) I_Error("Map has no linedefs.\n");
|
||||
if (ParsedSides.Size() == 0) I_Error("Map has no sidedefs.\n");
|
||||
|
||||
// Create the real vertices
|
||||
numvertexes = ParsedVertices.Size();
|
||||
vertexes = new vertex_t[numvertexes];
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue