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Update to ZDoom r4129:
Fixed: Hexen's Floor_RaiseAndCrush is not the same action as the one used by Doom and which was used by ZDoom before r4053. Restored the old code and gave it a new special 99:Floor_RaiseAndCrushDoom. Fixed: Strife's slow Ceiling_CrushAndRaise lines do no actual damage. Fixed translations of Heretic linetype's that perform Floor_LowerToHighest with an offset. Added compatibility option for Claustrophobia 1024, map 01. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@1525 b0f79afe-0144-0410-b225-9a4edf0717df
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8 changed files with 34 additions and 17 deletions
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@ -373,13 +373,18 @@ manual_floor:
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floor->m_Direction = (floor->m_FloorDestDist > sec->floorplane.d) ? -1 : 1;
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break;
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case DFloor::floorRaiseAndCrushDoom:
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floor->m_Crush = crush;
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case DFloor::floorRaiseToLowestCeiling:
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floor->m_Direction = 1;
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newheight = sec->FindLowestCeilingSurrounding (&spot);
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if (floortype == DFloor::floorRaiseAndCrushDoom)
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newheight -= 8 * FRACUNIT;
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ceilingheight = sec->FindLowestCeilingPoint (&spot2);
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floor->m_FloorDestDist = sec->floorplane.PointToDist (spot, newheight);
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if (sec->floorplane.ZatPointDist (spot2, floor->m_FloorDestDist) > ceilingheight)
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floor->m_FloorDestDist = sec->floorplane.PointToDist (spot2, ceilingheight);
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floor->m_FloorDestDist = sec->floorplane.PointToDist (spot2,
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floortype == DFloor::floorRaiseAndCrushDoom ? ceilingheight - 8*FRACUNIT : ceilingheight);
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break;
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case DFloor::floorRaiseToHighest:
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