* Updated to ZDoom 4195:

- When moving polyobjects, recalculate the floors and ceilings for the actors in their bounding boxes. (See http://forum.zdoom.org/viewtopic.php?f=2&t=35616)
- Fixed: Putting a lightlist in a sector caused that sector's floorlight and ceilinglight to be ignored.
- Random spawners no longer move the missile forward when spawning them, because presumably whatever spawned the random spawner already took care of this.
- Added a maxdist parameter to P_CheckMissileSpawn() to help ensure that it doesn't completely move the spawned missile outside of its shooter (and potentially beyond a wall the shooter might happen to be standing next to).
- A player's Speed is now applied to their upmove as well as their forwardmove and sidemove.

git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@1543 b0f79afe-0144-0410-b225-9a4edf0717df
This commit is contained in:
gez 2013-03-21 06:48:35 +00:00
parent 0d06d764a9
commit ca50d198ad
21 changed files with 129 additions and 97 deletions

View file

@ -2103,7 +2103,7 @@ void P_PlayerThink (player_t *player)
player->ReadyWeapon != NULL && // No adjustment if no weapon.
player->ReadyWeapon->FOVScale != 0) // No adjustment if the adjustment is zero.
{
// A negative scale is used top prevent G_AddViewAngle/G_AddViewPitch
// A negative scale is used to prevent G_AddViewAngle/G_AddViewPitch
// from scaling with the FOV scale.
desired *= fabs(player->ReadyWeapon->FOVScale);
}
@ -2373,7 +2373,7 @@ void P_PlayerThink (player_t *player)
}
if (player->mo->waterlevel >= 2 || (player->mo->flags2 & MF2_FLY) || (player->cheats & CF_NOCLIP2))
{
player->mo->velz = cmd->ucmd.upmove << 9;
player->mo->velz = FixedMul(player->mo->Speed, cmd->ucmd.upmove << 9);
if (player->mo->waterlevel < 2 && !(player->mo->flags & MF_NOGRAVITY))
{
player->mo->flags2 |= MF2_FLY;