- Extended MF5_MOVEWITHSECTOR so that it always keeps the actor on the ground

of a moving floor, regardless of movement speed. For NOBLOCKMAP items this
  is necessary because otherwise they can be left in the air and it also adds 
  some options for other things.


SVN r1540 (trunk)
This commit is contained in:
Christoph Oelckers 2009-04-10 06:50:39 +00:00
parent 3ecca432a9
commit d3b6dfb0f1
2 changed files with 13 additions and 3 deletions

View file

@ -1,4 +1,10 @@
April 9, 2009
April 10, 2009 (Changes by Graf Zahl)
- Extended MF5_MOVEWITHSECTOR so that it always keeps the actor on the ground
of a moving floor, regardless of movement speed. For NOBLOCKMAP items this
is necessary because otherwise they can be left in the air and it also adds
some options for other things.
April 9, 2009
- Changed A_FreezeDeathChunks() so that instead of directly destroying an
actor, it sets it to the "Null" state, which will make it invisible and
destroy it one tic later.

View file

@ -4442,7 +4442,7 @@ void PIT_FloorDrop (AActor *thing, FChangePosition *cpos)
thing->z = thing->z - oldfloorz + thing->floorz;
P_CheckFakeFloorTriggers (thing, oldz);
}
else if ((thing->flags & MF_NOGRAVITY) ||
else if ((thing->flags & MF_NOGRAVITY) || (thing->flags5 & MF5_MOVEWITHSECTOR) ||
(((cpos->sector->Flags & SECF_FLOORDROP) || cpos->moveamt < 9*FRACUNIT)
&& thing->z - thing->floorz <= cpos->moveamt))
{
@ -4634,7 +4634,11 @@ bool P_ChangeSector (sector_t *sector, int crunch, int amt, int floorOrCeil, boo
if (!n->visited)
{
n->visited = true;
if (!(n->m_thing->flags&MF_NOBLOCKMAP)) iterator(n->m_thing, &cpos);
if (!(n->m_thing->flags & MF_NOBLOCKMAP) || //jff 4/7/98 don't do these
(n->m_thing->flags5 & MF5_MOVEWITHSECTOR))
{
iterator(n->m_thing, &cpos);
}
break;
}
}