- Fixed: Several actors for Doom were missing their spawn ID.

SVN r434 (trunk)
This commit is contained in:
Christoph Oelckers 2006-12-31 11:27:39 +00:00
commit e15988505a
5 changed files with 17 additions and 8 deletions

View file

@ -3083,14 +3083,6 @@ AActor *AActor::StaticSpawn (const PClass *type, fixed_t ix, fixed_t iy, fixed_t
actor->state = st;
actor->tics = st->GetTics();
// [RH] Don't decrement tics if they are already less than 1
if ((actor->flags4 & MF4_RANDOMIZE) && actor->tics > 0)
{
actor->tics -= pr_checkmissilespawn() & 3;
if (actor->tics < 1)
actor->tics = 1;
}
actor->sprite = st->sprite.index;
actor->frame = st->GetFrame();
actor->renderflags = (actor->renderflags & ~RF_FULLBRIGHT) | st->GetFullbright();
@ -4252,6 +4244,14 @@ bool P_HitFloor (AActor *thing)
bool P_CheckMissileSpawn (AActor* th)
{
// [RH] Don't decrement tics if they are already less than 1
if ((th->flags4 & MF4_RANDOMIZE) && th->tics > 0)
{
th->tics -= pr_checkmissilespawn() & 3;
if (th->tics < 1)
th->tics = 1;
}
// move a little forward so an angle can be computed if it immediately explodes
if (th->Speed >= 100*FRACUNIT)
{ // Ultra-fast ripper spawning missile