diff --git a/src/g_shared/a_weapons.cpp b/src/g_shared/a_weapons.cpp index b6c4e111..8275523e 100644 --- a/src/g_shared/a_weapons.cpp +++ b/src/g_shared/a_weapons.cpp @@ -731,7 +731,6 @@ bool AWeaponGiver::TryPickup(AActor *&toucher) master = weap = static_cast(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); diff --git a/src/r_segs.cpp b/src/r_segs.cpp index 9d9f197d..d050d8c3 100644 --- a/src/r_segs.cpp +++ b/src/r_segs.cpp @@ -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); diff --git a/src/svnrevision.h b/src/svnrevision.h index 72918a03..35734113 100644 --- a/src/svnrevision.h +++ b/src/svnrevision.h @@ -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 diff --git a/wadsrc/static/actors/heretic/dsparil.txt b/wadsrc/static/actors/heretic/dsparil.txt index 79d457ae..6ecef5b5 100644 --- a/wadsrc/static/actors/heretic/dsparil.txt +++ b/wadsrc/static/actors/heretic/dsparil.txt @@ -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