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Update to ZDoom r1927:
- Fixed: 3DMidtex checks were treating the Null texture as a valid texture. - Fixed: The rail sound's position was not clamped to the actual range between the trail's start and end point. - Fixed: Explosions no longer caused splashes. - Fixed: Copying translations to lower decals had the shade color check wrong. - Fixed: Waggling floors did not moved attached geometry. - Cleaned up p_floor.cpp so that related parts of the code are grouped together. - fixed: The translation addition broke parsing of palette index based translations. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@554 b0f79afe-0144-0410-b225-9a4edf0717df
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14 changed files with 333 additions and 221 deletions
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@ -609,10 +609,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Explode)
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}
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P_RadiusAttack (self, self->target, damage, distance, self->DamageType, hurtSource, true, fulldmgdistance);
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if (self->z <= self->floorz + (distance<<FRACBITS))
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{
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P_HitFloor (self);
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}
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P_CheckSplash(self, distance<<FRACBITS);
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if (alert && self->target != NULL && self->target->player != NULL)
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{
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validcount++;
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@ -637,10 +634,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RadiusThrust)
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if (distance <= 0) distance = force;
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P_RadiusAttack (self, self->target, force, distance, self->DamageType, affectSource, false);
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if (self->z <= self->floorz + (distance<<FRACBITS))
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{
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P_HitFloor (self);
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}
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P_CheckSplash(self, distance<<FRACBITS);
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}
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//==========================================================================
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