* Updated to ZDoom r3480:

- Fixed: Sprites drawn with the shaded render style were always fullbright.
- Remove unused FRICTION definition.
- Fixed: Switching maps using the ResetHealth flag while dead would prevent proper reinitialization of the player on the new map.
- Fixed: If the znodes were based on a map with more vertexes than the one it is being loaded for, reject them.
- Fixed: Prematurely closing a Door_Raise-type door now properly examines the actual sound sequence to determine if it should start the closing sequence.
- Fixed: Poison damage lost damage type information if the poisoner was destroyed before poisoncount reached 0.
- Fixed: Poisoners without a PainType should use their own DamageType to pick the Pain state to make the target enter, not the target's DamageType.

git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@1323 b0f79afe-0144-0410-b225-9a4edf0717df
This commit is contained in:
gez 2012-03-24 10:14:51 +00:00
parent 59988570f5
commit af22020682
14 changed files with 185 additions and 56 deletions

View file

@ -974,6 +974,11 @@ void LoadZNodes(FileReaderBase &data, int glnodes)
unsigned int i;
data >> orgVerts >> newVerts;
if (orgVerts > (DWORD)numvertexes)
{ // These nodes are based on a map with more vertex data than we have.
// We can't use them.
throw CRecoverableError("Incorrect number of vertexes in nodes.\n");
}
if (orgVerts + newVerts == (DWORD)numvertexes)
{
newvertarray = vertexes;
@ -1026,10 +1031,7 @@ void LoadZNodes(FileReaderBase &data, int glnodes)
// segs used by subsectors.
if (numSegs != currSeg)
{
Printf ("Incorrect number of segs in nodes.\n");
delete[] subsectors;
ForceNodeBuild = true;
return;
throw CRecoverableError("Incorrect number of segs in nodes.\n");
}
numsegs = numSegs;
@ -3754,7 +3756,7 @@ void P_SetupLevel (char *lumpname, int position)
{
if (P_LoadGLNodes(map))
{
ForceNodeBuild=false;
ForceNodeBuild = false;
reloop = true;
}
}