* Updated to ZDoom r3542:

- Added another flag to P_FindFloorCeiling() to get it to do its standard processing but without resetting the actor's sector. The 3D floor checks in P_NightmareRespawn() and A_RestoreSpecialPosition now use this.
- Fixed: P_NightmareRespawn() did its Z clamping before checking for 3D floors.
- Fixed: Respawning actors were not clamped to the ceiling.
- Fixed: Passing hexdd.wad with a path to the -iwad parameter would disable searching the standard paths for hexen.wad.
- Fixed: Stereo sound volume reduction should only be done for stereo sounds played in 3D. Head-relative ones should remain full volume.
- Fixed: RunScript() ignored the always parameter.
- Don't call secfriction() twice in the normal part of P_GetFriction().
- Fixed: The 3D floors part of P_GetFriction() did not check for friction still being set to ORIG_FRICTION, so it only worked with lower frictions.
- Clamp maximum particle count to 65535.
- Fixed: The inner railgun trail ignored the RGF_FULLBRIGHT flag.

git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@1351 b0f79afe-0144-0410-b225-9a4edf0717df
This commit is contained in:
gez 2012-04-08 10:39:30 +00:00
parent 8a2a6f5a7f
commit e263d46ff7
13 changed files with 92 additions and 56 deletions

View file

@ -542,7 +542,7 @@ void APlayerPawn::PostBeginPlay()
{
dropoffz = floorz = Sector->floorplane.ZatPoint(x, y);
ceilingz = Sector->ceilingplane.ZatPoint(x, y);
P_FindFloorCeiling(this, true);
P_FindFloorCeiling(this, FFCF_ONLYSPAWNPOS);
z = floorz;
}
else