* 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

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