- 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)
This commit is contained in:
Christoph Oelckers 2009-01-18 09:31:49 +00:00
commit bbda4622e7
7 changed files with 37 additions and 16 deletions

View file

@ -3214,13 +3214,27 @@ AActor *AActor::StaticSpawn (const PClass *type, fixed_t ix, fixed_t iy, fixed_t
if (G_SkillProperty(SKILLP_FastMonsters))
actor->Speed = actor->GetClass()->Meta.GetMetaFixed(AMETA_FastSpeed, actor->Speed);
// set subsector and/or block links
actor->LinkToWorld (SpawningMapThing);
actor->dropoffz = // killough 11/98: for tracking dropoffs
actor->floorz = actor->Sector->floorplane.ZatPoint (ix, iy);
actor->ceilingz = actor->Sector->ceilingplane.ZatPoint (ix, iy);
// The z-coordinate needs to be set once before calling P_FindFloorCeiling
// For FLOATRANDZ just use the floor here.
if (iz == ONFLOORZ || iz == FLOATRANDZ)
{
actor->z = actor->floorz;
}
else if (iz == ONCEILINGZ)
{
actor->z = actor->ceilingz - actor->height;
}
if (SpawningMapThing || !type->IsDescendantOf (RUNTIME_CLASS(APlayerPawn)))
{
actor->dropoffz = // killough 11/98: for tracking dropoffs
actor->floorz = actor->Sector->floorplane.ZatPoint (ix, iy);
actor->ceilingz = actor->Sector->ceilingplane.ZatPoint (ix, iy);
actor->floorsector = actor->Sector;
actor->floorpic = actor->floorsector->GetTexture(sector_t::floor);
actor->ceilingsector = actor->Sector;
@ -3236,9 +3250,6 @@ AActor *AActor::StaticSpawn (const PClass *type, fixed_t ix, fixed_t iy, fixed_t
}
else
{
actor->floorz = FIXED_MIN;
actor->dropoffz = FIXED_MIN;
actor->ceilingz = FIXED_MAX;
actor->floorpic = actor->Sector->GetTexture(sector_t::floor);
actor->floorsector = actor->Sector;
actor->ceilingpic = actor->Sector->GetTexture(sector_t::ceiling);