- 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)
This commit is contained in:
Randy Heit 2012-04-08 05:39:46 +00:00
commit d0bba7c3c3
7 changed files with 53 additions and 21 deletions

View file

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