* Updated to ZDoom r3322:

- When a missile teleports, maintain velocity on the other end.
* Unversioned and ignored gdtoa user file.

git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@1270 b0f79afe-0144-0410-b225-9a4edf0717df
This commit is contained in:
gez 2011-12-10 21:32:54 +00:00
parent ccfcdd41e8
commit 5158bd57d2
3 changed files with 9 additions and 69 deletions

View file

@ -1,65 +0,0 @@
<?xml version="1.0" encoding="Windows-1252"?>
<VisualStudioUserFile
ProjectType="Visual C++"
Version="8,00"
ShowAllFiles="false"
>
<Configurations>
<Configuration
Name="Debug|Win32"
>
<DebugSettings
Command=""
WorkingDirectory=""
CommandArguments=""
Attach="false"
DebuggerType="3"
Remote="1"
RemoteMachine="CHRISTOPH-PC"
RemoteCommand=""
HttpUrl=""
PDBPath=""
SQLDebugging=""
Environment=""
EnvironmentMerge="true"
DebuggerFlavor=""
MPIRunCommand=""
MPIRunArguments=""
MPIRunWorkingDirectory=""
ApplicationCommand=""
ApplicationArguments=""
ShimCommand=""
MPIAcceptMode=""
MPIAcceptFilter=""
/>
</Configuration>
<Configuration
Name="Release|Win32"
>
<DebugSettings
Command=""
WorkingDirectory=""
CommandArguments=""
Attach="false"
DebuggerType="3"
Remote="1"
RemoteMachine="CHRISTOPH-PC"
RemoteCommand=""
HttpUrl=""
PDBPath=""
SQLDebugging=""
Environment=""
EnvironmentMerge="true"
DebuggerFlavor=""
MPIRunCommand=""
MPIRunArguments=""
MPIRunWorkingDirectory=""
ApplicationCommand=""
ApplicationArguments=""
ShimCommand=""
MPIAcceptMode=""
MPIAcceptFilter=""
/>
</Configuration>
</Configurations>
</VisualStudioUserFile>

View file

@ -110,6 +110,7 @@ bool P_Teleport (AActor *thing, fixed_t x, fixed_t y, fixed_t z, angle_t angle,
sector_t *destsect;
bool resetpitch = false;
fixed_t floorheight, ceilingheight;
fixed_t missilespeed;
oldx = thing->x;
oldy = thing->y;
@ -122,6 +123,10 @@ bool P_Teleport (AActor *thing, fixed_t x, fixed_t y, fixed_t z, angle_t angle,
player = NULL;
floorheight = destsect->floorplane.ZatPoint (x, y);
ceilingheight = destsect->ceilingplane.ZatPoint (x, y);
if (thing->flags & MF_MISSILE)
{ // We don't measure z velocity, because it doesn't change.
missilespeed = xs_CRoundToInt(TVector2<double>(thing->velx, thing->vely).Length());
}
if (keepHeight)
{
z = floorheight + aboveFloor;
@ -210,8 +215,8 @@ bool P_Teleport (AActor *thing, fixed_t x, fixed_t y, fixed_t z, angle_t angle,
if (thing->flags & MF_MISSILE)
{
angle >>= ANGLETOFINESHIFT;
thing->velx = FixedMul (thing->Speed, finecosine[angle]);
thing->vely = FixedMul (thing->Speed, finesine[angle]);
thing->velx = FixedMul (missilespeed, finecosine[angle]);
thing->vely = FixedMul (missilespeed, finesine[angle]);
}
// [BC] && bHaltVelocity.
else if (!keepOrientation && bHaltVelocity) // no fog doesn't alter the player's momentum

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 "3321"
#define ZD_SVN_REVISION_NUMBER 3321
#define ZD_SVN_REVISION_STRING "3322"
#define ZD_SVN_REVISION_NUMBER 3322