- 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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@ -542,7 +542,7 @@ void APlayerPawn::PostBeginPlay()
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{
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dropoffz = floorz = Sector->floorplane.ZatPoint(x, y);
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ceilingz = Sector->ceilingplane.ZatPoint(x, y);
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P_FindFloorCeiling(this, true);
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P_FindFloorCeiling(this, FFCF_ONLYSPAWNPOS);
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z = floorz;
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}
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else
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