- Added another flag to P_FindFloorCeiling() to get it to do its standard processing but
without resetting the actor's sector. The 3D floor checks in P_NightmareRespawn() and A_RestoreSpecialPosition now use this. - Fixed: P_NightmareRespawn() did its Z clamping before checking for 3D floors. - Fixed: Respawning actors were not clamped to the ceiling. SVN r3542 (trunk)
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7 changed files with 53 additions and 21 deletions
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@ -578,7 +578,7 @@ void AActor::SetOrigin (fixed_t ix, fixed_t iy, fixed_t iz)
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LinkToWorld ();
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floorz = Sector->floorplane.ZatPoint (ix, iy);
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ceilingz = Sector->ceilingplane.ZatPoint (ix, iy);
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P_FindFloorCeiling(this, true);
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P_FindFloorCeiling(this, FFCF_ONLYSPAWNPOS);
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}
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FBlockNode *FBlockNode::FreeBlocks = NULL;
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