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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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@ -1072,7 +1072,12 @@ void R_Subsector (subsector_t *sub)
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{
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light = P_GetPlaneLight(frontsector, &frontsector->ceilingplane, false);
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basecolormap = light->extra_colormap;
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ceilinglightlevel = *light->p_lightlevel;
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// If this is the real ceiling, don't discard plane lighting R_FakeFlat()
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// accounted for.
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if (light->p_lightlevel != &frontsector->lightlevel)
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{
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ceilinglightlevel = *light->p_lightlevel;
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}
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}
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else
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{
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@ -1103,7 +1108,12 @@ void R_Subsector (subsector_t *sub)
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{
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light = P_GetPlaneLight(frontsector, &frontsector->floorplane, false);
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basecolormap = light->extra_colormap;
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floorlightlevel = *light->p_lightlevel;
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// If this is the real floor, don't discard plane lighting R_FakeFlat()
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// accounted for.
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if (light->p_lightlevel != &frontsector->lightlevel)
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{
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floorlightlevel = *light->p_lightlevel;
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}
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}
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else
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{
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