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Update to ZDoom r1986:
- fixed: P_NowayTraverse was called with a trace distance of 128 instead of the 64 that should have been used. - reverted the change that makes 0-damage projectiles call P_DamageMobj. Both Hexen and Heretic depend on such projectiles not doing it as do many mods that create snow/rain effects plus any terrain splash mod. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@627 b0f79afe-0144-0410-b225-9a4edf0717df
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2 changed files with 8 additions and 4 deletions
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@ -1091,7 +1091,7 @@ bool PIT_CheckThing (AActor *thing, FCheckPosition &tm)
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}
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// Do damage
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damage = tm.thing->GetMissileDamage ((tm.thing->flags4 & MF4_STRIFEDAMAGE) ? 3 : 7, 1);
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if (damage >= 0)
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if ((damage > 0) || (tm.thing->flags6 & MF6_FORCEPAIN))
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{
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P_DamageMobj (thing, tm.thing, tm.thing->target, damage, tm.thing->DamageType);
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if (damage > 0)
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@ -4046,12 +4046,16 @@ bool P_NoWayTraverse (AActor *usething, fixed_t endx, fixed_t endy)
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void P_UseLines (player_t *player)
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{
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angle_t angle;
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fixed_t x1, y1;
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fixed_t x2, y2;
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bool foundline;
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foundline = false;
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angle = player->mo->angle >> ANGLETOFINESHIFT;
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x1 = player->mo->x + (USERANGE>>FRACBITS)*finecosine[angle];
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y1 = player->mo->y + (USERANGE>>FRACBITS)*finesine[angle];
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x2 = player->mo->x + (USERANGE>>FRACBITS)*finecosine[angle]*2;
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y2 = player->mo->y + (USERANGE>>FRACBITS)*finesine[angle]*2;
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@ -4067,7 +4071,7 @@ void P_UseLines (player_t *player)
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int spac = SECSPAC_Use;
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if (foundline) spac |= SECSPAC_UseWall;
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if ((!sec->SecActTarget || !sec->SecActTarget->TriggerAction (player->mo, spac)) &&
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P_NoWayTraverse (player->mo, x2, y2))
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P_NoWayTraverse (player->mo, x1, y1))
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{
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S_Sound (player->mo, CHAN_VOICE, "*usefail", 1, ATTN_IDLE);
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}
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