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- fixed: P_CheckMissileSpawn's setup for P_TryMove must be done in a way that allows detecting portal transitions.
By setting the position before the call any portal lying between the actual spawn point and the check position would be skipped.
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78061f1cf7
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1 changed files with 7 additions and 2 deletions
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@ -6718,6 +6718,8 @@ bool P_CheckMissileSpawn (AActor* th, double maxdist)
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th->tics = 1;
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}
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DVector3 newpos = th->Pos();
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if (maxdist > 0)
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{
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// move a little forward so an angle can be computed if it immediately explodes
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@ -6731,7 +6733,7 @@ bool P_CheckMissileSpawn (AActor* th, double maxdist)
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advance *= 0.5f;
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}
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while (advance.XY().LengthSquared() >= maxsquared);
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th->SetXYZ(th->Pos() + advance);
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newpos += advance;
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}
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FCheckPosition tm(!!(th->flags2 & MF2_RIP));
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@ -6755,7 +6757,9 @@ bool P_CheckMissileSpawn (AActor* th, double maxdist)
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bool MBFGrenade = (!(th->flags & MF_MISSILE) || (th->BounceFlags & BOUNCE_MBF));
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// killough 3/15/98: no dropoff (really = don't care for missiles)
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if (!(P_TryMove (th, th->Pos(), false, NULL, tm, true)))
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auto oldf2 = th->flags2;
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th->flags2 &= ~MF2_MCROSS; // The following check is not supposed to activate missile triggers.
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if (!(P_TryMove (th, newpos, false, NULL, tm, true)))
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{
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// [RH] Don't explode ripping missiles that spawn inside something
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if (th->BlockingMobj == NULL || !(th->flags2 & MF2_RIP) || (th->BlockingMobj->flags5 & MF5_DONTRIP))
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@ -6778,6 +6782,7 @@ bool P_CheckMissileSpawn (AActor* th, double maxdist)
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return false;
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}
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}
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th->flags2 = oldf2;
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th->ClearInterpolation();
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return true;
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}
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