Merge branch 'master' into scripting
Conflicts: src/actor.h src/fragglescript/t_func.cpp src/g_doom/a_bossbrain.cpp src/g_doom/a_revenant.cpp src/g_heretic/a_hereticartifacts.cpp src/g_heretic/a_hereticweaps.cpp src/g_heretic/a_knight.cpp src/g_hexen/a_bishop.cpp src/g_hexen/a_clericholy.cpp src/g_hexen/a_dragon.cpp src/g_hexen/a_firedemon.cpp src/g_hexen/a_flechette.cpp src/g_hexen/a_heresiarch.cpp src/g_hexen/a_hexenspecialdecs.cpp src/g_hexen/a_iceguy.cpp src/g_hexen/a_korax.cpp src/g_hexen/a_magelightning.cpp src/g_hexen/a_serpent.cpp src/g_hexen/a_spike.cpp src/g_hexen/a_wraith.cpp src/g_raven/a_minotaur.cpp src/g_shared/a_bridge.cpp src/g_shared/a_pickups.cpp src/g_shared/a_randomspawner.cpp src/g_strife/a_alienspectres.cpp src/g_strife/a_crusader.cpp src/g_strife/a_entityboss.cpp src/g_strife/a_inquisitor.cpp src/g_strife/a_loremaster.cpp src/g_strife/a_programmer.cpp src/g_strife/a_sentinel.cpp src/g_strife/a_spectral.cpp src/g_strife/a_strifestuff.cpp src/g_strife/a_strifeweapons.cpp src/g_strife/a_thingstoblowup.cpp src/p_local.h src/r_utility.cpp
This commit is contained in:
commit
bc63b70d88
93 changed files with 877 additions and 765 deletions
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@ -373,7 +373,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_RestoreSpecialDoomThing)
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{
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self->SetState (self->SpawnState);
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S_Sound (self, CHAN_VOICE, "misc/spawn", 1, ATTN_IDLE);
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Spawn ("ItemFog", self->x, self->y, self->z, ALLOW_REPLACE);
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Spawn ("ItemFog", self->Pos(), ALLOW_REPLACE);
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}
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return 0;
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}
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@ -396,19 +396,18 @@ DEFINE_ACTION_FUNCTION(AActor, A_RestoreSpecialPosition)
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_y = self->SpawnPoint[1];
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self->UnlinkFromWorld();
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self->x = _x;
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self->y = _y;
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self->SetXY(_x, _y);
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self->LinkToWorld(true);
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sec = self->Sector;
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self->z =
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self->dropoffz =
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self->floorz = sec->floorplane.ZatPoint(_x, _y);
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self->ceilingz = sec->ceilingplane.ZatPoint(_x, _y);
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self->SetZ(self->floorz);
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P_FindFloorCeiling(self, FFCF_ONLYSPAWNPOS);
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if (self->flags & MF_SPAWNCEILING)
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{
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self->z = self->ceilingz - self->height - self->SpawnPoint[2];
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self->SetZ(self->ceilingz - self->height - self->SpawnPoint[2]);
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}
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else if (self->flags2 & MF2_SPAWNFLOAT)
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{
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@ -416,33 +415,33 @@ DEFINE_ACTION_FUNCTION(AActor, A_RestoreSpecialPosition)
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if (space > 48*FRACUNIT)
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{
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space -= 40*FRACUNIT;
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self->z = ((space * pr_restore())>>8) + self->floorz + 40*FRACUNIT;
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self->SetZ(((space * pr_restore())>>8) + self->floorz + 40*FRACUNIT);
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}
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else
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{
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self->z = self->floorz;
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self->SetZ(self->floorz);
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}
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}
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else
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{
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self->z = self->SpawnPoint[2] + self->floorz;
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self->SetZ(self->SpawnPoint[2] + self->floorz);
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}
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// Redo floor/ceiling check, in case of 3D floors
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P_FindFloorCeiling(self, FFCF_SAMESECTOR | FFCF_ONLY3DFLOORS | FFCF_3DRESTRICT);
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if (self->z < self->floorz)
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if (self->Z() < self->floorz)
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{ // Do not reappear under the floor, even if that's where we were for the
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// initial spawn.
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self->z = self->floorz;
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self->SetZ(self->floorz);
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}
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if ((self->flags & MF_SOLID) && (self->z + self->height > self->ceilingz))
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if ((self->flags & MF_SOLID) && (self->Top() > self->ceilingz))
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{ // Do the same for the ceiling.
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self->z = self->ceilingz - self->height;
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self->SetZ(self->ceilingz - self->height);
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}
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// Do not interpolate from the position the actor was at when it was
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// picked up, in case that is different from where it is now.
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self->PrevX = self->x;
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self->PrevY = self->y;
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self->PrevZ = self->z;
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self->PrevX = self->X();
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self->PrevY = self->Y();
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self->PrevZ = self->Z();
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return 0;
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}
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@ -774,8 +773,7 @@ AInventory *AInventory::CreateTossable ()
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flags &= ~(MF_SPECIAL|MF_SOLID);
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return this;
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}
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copy = static_cast<AInventory *>(Spawn (GetClass(), Owner->x,
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Owner->y, Owner->z, NO_REPLACE));
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copy = static_cast<AInventory *>(Spawn (GetClass(), Owner->Pos(), NO_REPLACE));
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if (copy != NULL)
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{
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copy->MaxAmount = MaxAmount;
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@ -1040,7 +1038,7 @@ void AInventory::Touch (AActor *toucher)
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// This is the only situation when a pickup flash should ever play.
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if (PickupFlash != NULL && !ShouldStay())
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{
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Spawn(PickupFlash, x, y, z, ALLOW_REPLACE);
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Spawn(PickupFlash, Pos(), ALLOW_REPLACE);
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}
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if (!(ItemFlags & IF_QUIET))
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@ -1336,8 +1334,8 @@ bool AInventory::DoRespawn ()
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if (state != NULL) spot = state->GetRandomSpot(SpawnPointClass);
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if (spot != NULL)
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{
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SetOrigin (spot->x, spot->y, spot->z);
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z = floorz;
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SetOrigin (spot->Pos(), false);
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SetZ(floorz);
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}
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}
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return true;
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