Merge branch 'master' into scripting
Conflicts: src/actor.h src/g_hexen/a_clericstaff.cpp src/p_enemy.cpp src/p_interaction.cpp src/p_local.h src/p_mobj.cpp src/thingdef/thingdef_codeptr.cpp
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commit
bf747075e8
179 changed files with 10280 additions and 4787 deletions
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@ -1179,7 +1179,7 @@ void G_Ticker ()
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}
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if (players[i].mo)
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{
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DWORD sum = rngsum + players[i].mo->x + players[i].mo->y + players[i].mo->z
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DWORD sum = rngsum + players[i].mo->X() + players[i].mo->Y() + players[i].mo->Z()
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+ players[i].mo->angle + players[i].mo->pitch;
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sum ^= players[i].health;
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consistancy[i][buf] = sum;
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@ -1438,13 +1438,13 @@ bool G_CheckSpot (int playernum, FPlayerStart *mthing)
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if (!players[playernum].mo)
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{ // first spawn of level, before corpses
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for (i = 0; i < playernum; i++)
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if (players[i].mo && players[i].mo->x == x && players[i].mo->y == y)
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if (players[i].mo && players[i].mo->X() == x && players[i].mo->Y() == y)
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return false;
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return true;
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}
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oldz = players[playernum].mo->z; // [RH] Need to save corpse's z-height
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players[playernum].mo->z = z; // [RH] Checks are now full 3-D
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oldz = players[playernum].mo->Z(); // [RH] Need to save corpse's z-height
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players[playernum].mo->SetZ(z); // [RH] Checks are now full 3-D
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// killough 4/2/98: fix bug where P_CheckPosition() uses a non-solid
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// corpse to detect collisions with other players in DM starts
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@ -1456,7 +1456,7 @@ bool G_CheckSpot (int playernum, FPlayerStart *mthing)
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players[playernum].mo->flags |= MF_SOLID;
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i = P_CheckPosition(players[playernum].mo, x, y);
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players[playernum].mo->flags &= ~MF_SOLID;
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players[playernum].mo->z = oldz; // [RH] Restore corpse's height
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players[playernum].mo->SetZ(oldz); // [RH] Restore corpse's height
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if (!i)
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return false;
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@ -1482,8 +1482,7 @@ static fixed_t PlayersRangeFromSpot (FPlayerStart *spot)
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if (!playeringame[i] || !players[i].mo || players[i].health <= 0)
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continue;
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distance = P_AproxDistance (players[i].mo->x - spot->x,
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players[i].mo->y - spot->y);
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distance = players[i].mo->AproxDistance (spot->x, spot->y);
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if (distance < closest)
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closest = distance;
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@ -1716,6 +1715,8 @@ void G_DoPlayerPop(int playernum)
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// [RH] Make the player disappear
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FBehavior::StaticStopMyScripts(players[playernum].mo);
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// [RH] Let the scripts know the player left
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FBehavior::StaticStartTypedScripts(SCRIPT_Disconnect, players[playernum].mo, true, playernum, true);
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if (players[playernum].mo != NULL)
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{
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P_DisconnectEffect(players[playernum].mo);
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@ -1729,8 +1730,6 @@ void G_DoPlayerPop(int playernum)
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players[playernum].mo = NULL;
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players[playernum].camera = NULL;
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}
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// [RH] Let the scripts know the player left
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FBehavior::StaticStartTypedScripts(SCRIPT_Disconnect, NULL, true, playernum);
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}
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void G_ScreenShot (char *filename)
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