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- Fixed dynamic light crash with respawning players.
Update to ZDoom r971: - Changed: For actors not being spawned on the floor P_FindFloorCeiling should be used to prevent them from dropping through 3DMIDTEX textures. - Fixed: AMageStaffFX2::IsOkayToAttack overwrote the projectile's angle variable. - Changed the types of object hash indices in FArchive from size_t to DWORD. This seems to fix crashes on GCC 64-bit builds when saving games. Not sure if it was a GCC bug or my bug, since it worked fine with VC++, but since the code that calculates the index only returns a DWORD, storing it as a size_t was rather pointless. - Added the C99 printf size specifiers 't' (ptrdiff_t) and 'z' (size_t) to FString::Format() so that I can fix all the problem printf strings that a 64-bit GCC compile finds. - Added Skulltag's PUFFGETSOWNER flag. - Fixed: Parsing sector special bit masks must be done backwards so that later definitions take precedence. - Added base translation tables for UDMF compatibility maps which only should handle the native line and sector types of each game. - Turned the inactive SILENT_INSTANT_FLOORS define into a compatibility option so that it can be (un)set in a map definition and the menu. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@105 b0f79afe-0144-0410-b225-9a4edf0717df
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45 changed files with 373 additions and 158 deletions
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@ -533,8 +533,6 @@ manual_floor:
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}
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// Do not interpolate instant movement floors.
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// Note for ZDoomGL: Check to make sure that you update the sector
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// after the floor moves, because it hasn't actually moved yet.
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bool silent = false;
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if ((floor->m_Direction>0 && floor->m_FloorDestDist>sec->floorplane.d) || // moving up but going down
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@ -542,18 +540,15 @@ manual_floor:
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(floor->m_Speed >= abs(sec->floorplane.d - floor->m_FloorDestDist))) // moving in one step
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{
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stopinterpolation (INTERP_SectorFloor, sec);
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// [Graf Zahl]
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// Don't make sounds for instant movement hacks but make an exception for
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// switches that activate their own back side.
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// I'll leave the decision about this to somebody else. In many maps
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// it helps but there are some where this omits sounds that should be there.
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#ifdef SILENT_INSTANT_FLOORS
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if (floortype != DFloor::floorRaiseInstant && floortype != DFloor::floorLowerInstant)
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if (!(i_compatflags & COMPATF_SILENT_INSTANT_FLOORS))
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{
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if (!line || GET_SPAC(line->flags) != SPAC_USE || line->backsector!=sec)
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if (!line || !(line->activation & (SPAC_Use|SPAC_Push)) || line->backsector!=sec)
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silent = true;
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}
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#endif
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}
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if (!silent) floor->StartFloorSound ();
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