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* 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
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21 changed files with 129 additions and 97 deletions
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@ -2103,7 +2103,7 @@ void P_PlayerThink (player_t *player)
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player->ReadyWeapon != NULL && // No adjustment if no weapon.
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player->ReadyWeapon->FOVScale != 0) // No adjustment if the adjustment is zero.
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{
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// A negative scale is used top prevent G_AddViewAngle/G_AddViewPitch
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// A negative scale is used to prevent G_AddViewAngle/G_AddViewPitch
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// from scaling with the FOV scale.
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desired *= fabs(player->ReadyWeapon->FOVScale);
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}
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@ -2373,7 +2373,7 @@ void P_PlayerThink (player_t *player)
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}
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if (player->mo->waterlevel >= 2 || (player->mo->flags2 & MF2_FLY) || (player->cheats & CF_NOCLIP2))
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{
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player->mo->velz = cmd->ucmd.upmove << 9;
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player->mo->velz = FixedMul(player->mo->Speed, cmd->ucmd.upmove << 9);
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if (player->mo->waterlevel < 2 && !(player->mo->flags & MF_NOGRAVITY))
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{
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player->mo->flags2 |= MF2_FLY;
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