- Added a CopyInfo function to FTexture that contains all code required to
clone a texture. Used for creating warping textures. - Fixed: P_FindFloorCeiling should not be called before setting the actor's z- coordinate. For testing 3D Midtex lines and 3D floors the proper position needs to be set first. - Fixed the autoaim fix from Jan 10. SVN r1358 (trunk)
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51391f889c
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7 changed files with 37 additions and 16 deletions
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@ -3214,13 +3214,27 @@ AActor *AActor::StaticSpawn (const PClass *type, fixed_t ix, fixed_t iy, fixed_t
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if (G_SkillProperty(SKILLP_FastMonsters))
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actor->Speed = actor->GetClass()->Meta.GetMetaFixed(AMETA_FastSpeed, actor->Speed);
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// set subsector and/or block links
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actor->LinkToWorld (SpawningMapThing);
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actor->dropoffz = // killough 11/98: for tracking dropoffs
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actor->floorz = actor->Sector->floorplane.ZatPoint (ix, iy);
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actor->ceilingz = actor->Sector->ceilingplane.ZatPoint (ix, iy);
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// The z-coordinate needs to be set once before calling P_FindFloorCeiling
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// For FLOATRANDZ just use the floor here.
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if (iz == ONFLOORZ || iz == FLOATRANDZ)
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{
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actor->z = actor->floorz;
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}
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else if (iz == ONCEILINGZ)
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{
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actor->z = actor->ceilingz - actor->height;
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}
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if (SpawningMapThing || !type->IsDescendantOf (RUNTIME_CLASS(APlayerPawn)))
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{
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actor->dropoffz = // killough 11/98: for tracking dropoffs
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actor->floorz = actor->Sector->floorplane.ZatPoint (ix, iy);
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actor->ceilingz = actor->Sector->ceilingplane.ZatPoint (ix, iy);
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actor->floorsector = actor->Sector;
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actor->floorpic = actor->floorsector->GetTexture(sector_t::floor);
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actor->ceilingsector = actor->Sector;
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@ -3236,9 +3250,6 @@ AActor *AActor::StaticSpawn (const PClass *type, fixed_t ix, fixed_t iy, fixed_t
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}
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else
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{
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actor->floorz = FIXED_MIN;
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actor->dropoffz = FIXED_MIN;
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actor->ceilingz = FIXED_MAX;
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actor->floorpic = actor->Sector->GetTexture(sector_t::floor);
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actor->floorsector = actor->Sector;
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actor->ceilingpic = actor->Sector->GetTexture(sector_t::ceiling);
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