SVN r258 (trunk)

This commit is contained in:
Christoph Oelckers 2006-07-16 09:10:45 +00:00
commit ecce60e8f9
90 changed files with 326 additions and 309 deletions

View file

@ -354,7 +354,7 @@ void A_VileTarget (AActor *actor)
A_FaceTarget (actor);
fog = Spawn<AArchvileFire> (actor->target->x, actor->target->x,
actor->target->z);
actor->target->z, ALLOW_REPLACE);
actor->tracer = fog;
fog->target = actor;

View file

@ -184,7 +184,7 @@ void A_BrainPain (AActor *self)
static void BrainishExplosion (fixed_t x, fixed_t y, fixed_t z)
{
AActor *boom = Spawn<ARocket> (x, y, z);
AActor *boom = Spawn<ARocket> (x, y, z, NO_REPLACE);
if (boom != NULL)
{
boom->momz = pr_brainscream() << 9;
@ -281,7 +281,7 @@ void A_SpawnFly (AActor *self)
targ = self->target;
// First spawn teleport fire.
fog = Spawn<ASpawnFire> (targ->x, targ->y, targ->z);
fog = Spawn<ASpawnFire> (targ->x, targ->y, targ->z, ALLOW_REPLACE);
S_Sound (fog, CHAN_BODY, "brain/spawn", 1, ATTN_NORM);
// Randomly select monster to spawn.
@ -301,7 +301,7 @@ void A_SpawnFly (AActor *self)
else if (r < 246) type = "HellKnight";
else type = "BaronOfHell";
newmobj = Spawn (type, targ->x, targ->y, targ->z);
newmobj = Spawn (type, targ->x, targ->y, targ->z, ALLOW_REPLACE);
if (newmobj != NULL)
{
// Make the new monster hate what the boss eye hates

View file

@ -22,7 +22,7 @@ public:
{
player_t *player = Owner->player;
ABasicArmorPickup *armor = static_cast<ABasicArmorPickup *> (Spawn ("BlueArmor", 0,0,0));
ABasicArmorPickup *armor = static_cast<ABasicArmorPickup *> (Spawn ("BlueArmor", 0,0,0, NO_REPLACE));
if (!armor->TryPickup (Owner))
{
armor->Destroy ();

View file

@ -81,7 +81,7 @@ void A_BarrelRespawn (AActor *actor)
actor->flags2 = defs->flags2;
actor->SetState (actor->SpawnState);
actor->renderflags &= ~RF_INVISIBLE;
Spawn<ATeleportFog> (x, y, actor->z + TELEFOGHEIGHT);
Spawn<ATeleportFog> (x, y, actor->z + TELEFOGHEIGHT, ALLOW_REPLACE);
}
else
{

View file

@ -1080,7 +1080,7 @@ void A_BFGSpray (AActor *mo)
continue;
Spawn (spraytype, linetarget->x, linetarget->y,
linetarget->z + (linetarget->height>>2));
linetarget->z + (linetarget->height>>2), ALLOW_REPLACE);
damage = 0;
for (j = 0; j < damagecnt; ++j)

View file

@ -167,7 +167,7 @@ void A_PainShootSkull (AActor *self, angle_t angle)
return;
}
other = Spawn (spawntype, x, y, z);
other = Spawn (spawntype, x, y, z, ALLOW_REPLACE);
// Check to see if the new Lost Soul's z value is above the

View file

@ -207,7 +207,7 @@ void A_Tracer (AActor *self)
P_SpawnPuff (RUNTIME_CLASS(ABulletPuff), self->x, self->y, self->z, 0, 3);
smoke = Spawn<ARevenantTracerSmoke> (self->x - self->momx,
self->y - self->momy, self->z);
self->y - self->momy, self->z, ALLOW_REPLACE);
smoke->momz = FRACUNIT;
smoke->tics -= pr_tracer()&3;