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
This commit is contained in:
Christoph Oelckers 2016-01-17 20:57:55 +01:00
commit bf747075e8
179 changed files with 10280 additions and 4787 deletions

View file

@ -1512,7 +1512,6 @@ void P_LoadSectors (MapData *map, FMissingTextureTracker &missingtex)
ss->special = LittleShort(ms->special);
else // [RH] Translate to new sector special
ss->special = P_TranslateSectorSpecial (LittleShort(ms->special));
ss->secretsector = !!(ss->special&SECRET_MASK);
tagManager.AddSectorTag(i, LittleShort(ms->tag));
ss->thinglist = NULL;
ss->touching_thinglist = NULL; // phares 3/14/98
@ -1533,6 +1532,7 @@ void P_LoadSectors (MapData *map, FMissingTextureTracker &missingtex)
ss->gravity = 1.f; // [RH] Default sector gravity of 1.0
ss->ZoneNumber = 0xFFFF;
ss->terrainnum[sector_t::ceiling] = ss->terrainnum[sector_t::floor] = -1;
// [RH] Sectors default to white light with the default fade.
// If they are outside (have a sky ceiling), they use the outside fog.
@ -4046,7 +4046,7 @@ void P_SetupLevel (const char *lumpname, int position)
{
if (mo->flags & MF_COUNTKILL)
{
if (mo->Sector->special == dDamage_End)
if (mo->Sector->damageamount > 0 && (mo->Sector->Flags & (SECF_ENDGODMODE|SECF_ENDLEVEL)) == (SECF_ENDGODMODE|SECF_ENDLEVEL))
{
mo->ClearCounters();
}