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* Updated to ZDoom 4012:
- Fixed: The resurrect cheat also needs to restore the player's radius. - Changed P_CheckPlayerSprites() so that it does not alter any actor data. It is now called by R_ProjectSprite() to modify the appropriate data right before it is needed for rendering.- Never set the player actor's scale to the skin's directly. Only do it indirectly through P_CheckPlayerSprite(). - Fixed: When P_Add3DFloor() adds the "inside" plane, it needs to copy the translucency flags from the original plane. - Added JLOSF_NOAUTOAIM flag for when you want to use A_JumpIfTargetInLOS in conjunction with something that never autoaims, such as a railgun. - Fixed: A_JumpIfTargetInLOS should use P_AimLineAttack() instead of P_BulletSlope(), because the latter intentionally checks to the sides of the aimed line. - Do not wake Oracle spectres that are dead. - Do not "wake" Oracle spectres that killed an Oracle. (Because if they killed it, they're obviously already awake. Also, we don't want them to end up targeting themselves.) - Fixed: Don't use the player skin in the cast call if the class being shown has been removed from the PlayerClasses array (and therefore does not have a valid default skin). - Do not double-scale player classes that use non-1.0 default scales. - P_DamageMobj() now returns the amount of damage actually done so that the bleed functions can perform based on the amount of damage actually taken after all modifications are done to it. However, if the damage is canceled away, blood will still spawn for the original damage amount rather than the modified amount. * Fixed decals not being lit correctly in the older lighting mode. * Fixed: 3D middle textures with a valid backsector need to be rendered as two-sided even if they lack the two-sided flag. (It works in ZDoom.) git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@1500 b0f79afe-0144-0410-b225-9a4edf0717df
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42 changed files with 241 additions and 235 deletions
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@ -770,8 +770,6 @@ void D_ReadUserInfoStrings (int i, BYTE **stream, bool update)
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GetDefaultByType (players[i].cls)->SpawnState->sprite)
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{ // Only change the sprite if the player is using a standard one
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players[i].mo->sprite = skins[info->skin].sprite;
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players[i].mo->scaleX = skins[info->skin].ScaleX;
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players[i].mo->scaleY = skins[info->skin].ScaleY;
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}
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}
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// Rebuild translation in case the new skin uses a different range
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