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