* 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
This commit is contained in:
gez 2012-03-20 16:32:50 +00:00
parent 2991963489
commit f46566268e
8 changed files with 45 additions and 9 deletions

View file

@ -3184,7 +3184,7 @@ void P_LoadReject (MapData * map, bool junk)
qwords *= 8;
for (i = 0; i < rejectsize; ++i)
{
if (rejectmatrix[qwords+rejectsize] != 0)
if (rejectmatrix[qwords + i] != 0)
return;
}