- 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

@ -2697,7 +2697,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Respawn)
self->dropoffz =
self->floorz = sec->floorplane.ZatPoint(self->x, self->y);
self->ceilingz = sec->ceilingplane.ZatPoint(self->x, self->y);
P_FindFloorCeiling(self, true);
P_FindFloorCeiling(self, FFCF_ONLYSPAWNPOS);
}
}
else