* Updated to ZDoom 4249:

- Fixed: r4225 accidentally removed the sky texture check for markceiling disabling. [Software only; OpenGL not concerned.]
- Remove now-unused dropammofactor variable from AWeaponGiver::TryPickup().
- Fixed: Ever since r1078, D'Sparil has been too quiet.

git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@1563 b0f79afe-0144-0410-b225-9a4edf0717df
This commit is contained in:
gez 2013-05-04 21:49:02 +00:00
parent 1af67b91a5
commit 3356a6cf2f
4 changed files with 17 additions and 15 deletions

View file

@ -731,7 +731,6 @@ bool AWeaponGiver::TryPickup(AActor *&toucher)
master = weap = static_cast<AWeapon*>(Spawn(di->Name, 0, 0, 0, NO_REPLACE));
if (weap != NULL)
{
fixed_t dropammofactor;
weap->ItemFlags &= ~IF_ALWAYSPICKUP; // use the flag of this item only.
weap->flags = (weap->flags & ~MF_DROPPED) | (this->flags & MF_DROPPED);

View file

@ -2250,11 +2250,14 @@ void R_NewWall (bool needlights)
if (planeside <= 0) // above view plane
markfloor = false;
planeside = frontsector->ceilingplane.PointOnSide(viewx, viewy, viewz);
if (frontsector->ceilingplane.c > 0) // 3D floors have the ceiling backwards
planeside = -planeside;
if (planeside <= 0) // below view plane
markceiling = false;
if (frontsector->GetTexture(sector_t::ceiling) != skyflatnum)
{
planeside = frontsector->ceilingplane.PointOnSide(viewx, viewy, viewz);
if (frontsector->ceilingplane.c > 0) // 3D floors have the ceiling backwards
planeside = -planeside;
if (planeside <= 0) // below view plane
markceiling = false;
}
}
FTexture *midtex = TexMan(sidedef->GetTexture(side_t::mid), true);

View file

@ -3,5 +3,5 @@
// This file was automatically generated by the
// updaterevision tool. Do not edit by hand.
#define ZD_SVN_REVISION_STRING "4246"
#define ZD_SVN_REVISION_NUMBER 4246
#define ZD_SVN_REVISION_STRING "4249"
#define ZD_SVN_REVISION_NUMBER 42469

View file

@ -68,10 +68,10 @@ ACTOR Sorcerer1 7
SRCR F 7 A_Scream
SRCR G 7
SRCR HIJK 6
SRCR L 25 A_PlaySoundEx("dsparil/zap", "body")
SRCR L 25 A_PlaySound("dsparil/zap", CHAN_BODY, 1, false, ATTN_NONE)
SRCR MN 5
SRCR O 4
SRCR L 20 A_PlaySoundEx("dsparil/zap", "body")
SRCR L 20 A_PlaySound("dsparil/zap", CHAN_BODY, 1, false, ATTN_NONE)
SRCR MN 5
SRCR O 4
SRCR L 12
@ -152,9 +152,9 @@ ACTOR Sorcerer2
Loop
Rise:
SOR2 AB 4
SOR2 C 4 A_PlaySoundEx("dsparil/rise", "Body")
SOR2 C 4 A_PlaySound("dsparil/rise", CHAN_BODY, 1, false, ATTN_NONE)
SOR2 DEF 4
SOR2 G 12 A_PlaySoundEx("dsparil/sight", "Body")
SOR2 G 12 A_PlaySound("dsparil/sight", CHAN_BODY, 1, false, ATTN_NONE)
Goto See
Pain:
SOR2 Q 3
@ -171,15 +171,15 @@ ACTOR Sorcerer2
Death:
SDTH A 8 A_Sor2DthInit
SDTH B 8
SDTH C 8 A_PlaySoundEx("dsparil/scream", "Body")
SDTH C 8 A_PlaySound("dsparil/scream", CHAN_BODY, 1, false, ATTN_NONE)
DeathLoop:
SDTH DE 7
SDTH F 7 A_Sor2DthLoop
SDTH G 6 A_PlaySoundEx("dsparil/explode", "Body")
SDTH G 6 A_PlaySound("dsparil/explode", CHAN_BODY, 1, false, ATTN_NONE)
SDTH H 6
SDTH I 18
SDTH J 6 A_NoBlocking
SDTH K 6 A_PlaySoundEx("dsparil/bones", "Body")
SDTH K 6 A_PlaySound("dsparil/bones", CHAN_BODY, 1, false, ATTN_NONE)
SDTH LMN 6
SDTH O -1 A_BossDeath
Stop