- 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

@ -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];