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* Updated to ZDoom r3461:
- Fixed: Just walking onto a 3D floor would not send SECSPAC_HitFloor or SECSPAC_HitCeiling events as it does with the real floor and ceiling. You needed some Z movement to make it happen. - Fixed: P_CheckFor3DFloorHit() needs to use the actor's floorz instead of its z, and P_CheckFor3DCeilingHit() needs to use the actor's ceilingz instead of its z. These functions are called from P_ZMovement() when a collision with the floor or ceiling has been detected but before the z has been clamped. e.g. A hard fall will leave the actor's z beneath the floor even though it will be set to the floor after P_CheckFor3DFloorHit() returns. - Changed CheckActorFloor/CeilingTexture to only check 3D floors that exist and are solid. - Fix another signed/unsigned warning from GCC. - Fixed: DCanvas::Dim() and DCanvas::Clear() did not clamp their coordinates to the screen. - Fixed: When checking the REJECT contents one byte at a time, P_LoadReject() used rejectsize instead of i as an index into rejectmatrix. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@1319 b0f79afe-0144-0410-b225-9a4edf0717df
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@ -3184,7 +3184,7 @@ void P_LoadReject (MapData * map, bool junk)
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qwords *= 8;
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for (i = 0; i < rejectsize; ++i)
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{
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if (rejectmatrix[qwords+rejectsize] != 0)
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if (rejectmatrix[qwords + i] != 0)
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return;
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}
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