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* 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
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59988570f5
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14 changed files with 185 additions and 56 deletions
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@ -974,6 +974,11 @@ void LoadZNodes(FileReaderBase &data, int glnodes)
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unsigned int i;
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data >> orgVerts >> newVerts;
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if (orgVerts > (DWORD)numvertexes)
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{ // These nodes are based on a map with more vertex data than we have.
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// We can't use them.
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throw CRecoverableError("Incorrect number of vertexes in nodes.\n");
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}
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if (orgVerts + newVerts == (DWORD)numvertexes)
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{
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newvertarray = vertexes;
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@ -1026,10 +1031,7 @@ void LoadZNodes(FileReaderBase &data, int glnodes)
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// segs used by subsectors.
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if (numSegs != currSeg)
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{
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Printf ("Incorrect number of segs in nodes.\n");
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delete[] subsectors;
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ForceNodeBuild = true;
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return;
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throw CRecoverableError("Incorrect number of segs in nodes.\n");
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}
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numsegs = numSegs;
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@ -3754,7 +3756,7 @@ void P_SetupLevel (char *lumpname, int position)
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{
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if (P_LoadGLNodes(map))
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{
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ForceNodeBuild=false;
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ForceNodeBuild = false;
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reloop = true;
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}
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}
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