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
This commit is contained in:
Christoph Oelckers 2009-10-17 16:33:44 +00:00
parent a38fdfb569
commit e530a50a29
14 changed files with 333 additions and 221 deletions

View file

@ -609,10 +609,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Explode)
}
P_RadiusAttack (self, self->target, damage, distance, self->DamageType, hurtSource, true, fulldmgdistance);
if (self->z <= self->floorz + (distance<<FRACBITS))
{
P_HitFloor (self);
}
P_CheckSplash(self, distance<<FRACBITS);
if (alert && self->target != NULL && self->target->player != NULL)
{
validcount++;
@ -637,10 +634,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RadiusThrust)
if (distance <= 0) distance = force;
P_RadiusAttack (self, self->target, force, distance, self->DamageType, affectSource, false);
if (self->z <= self->floorz + (distance<<FRACBITS))
{
P_HitFloor (self);
}
P_CheckSplash(self, distance<<FRACBITS);
}
//==========================================================================