- Fixed: P_ChangeSector could incorrectly block movement when checking for

mid textures linked to a moving floor.
- Fixed AActor's bouncefactor definitions which I accidentally changed when
  adding wallbouncefactor.
- Fixed: A_SpawnItemEx added the floorclip offset to the z coordinate instead 
  of subtracting it.


SVN r1031 (trunk)
This commit is contained in:
Christoph Oelckers 2008-06-12 10:08:50 +00:00
parent 70ff0e8d2e
commit 3397266e0f
4 changed files with 15 additions and 3 deletions

View file

@ -1,3 +1,11 @@
June 12, 2008 (Changes by Graf Zahl)
- Fixed: P_ChangeSector could incorrectly block movement when checking for
mid textures linked to a moving floor.
- Fixed AActor's bouncefactor definitions which I accidentally changed when
adding wallbouncefactor.
- Fixed: A_SpawnItemEx added the floorclip offset to the z coordinate instead
of subtracting it.
June 11, 2008 (Changes by Graf Zahl)
- Fixed: SBARINFO's popup code used 1-based indices to address a C++ array.
- Fixed: ACS's ChangeSky command didn't clean up the stack.

View file

@ -3939,6 +3939,8 @@ void PIT_FloorDrop (AActor *thing, FChangePosition *cpos)
P_AdjustFloorCeil (thing, cpos);
if (oldfloorz == thing->floorz) return;
if (thing->momz == 0 &&
(!(thing->flags & MF_NOGRAVITY) ||
(thing->z == oldfloorz && !(thing->flags & MF_NOLIFTDROP))))
@ -3975,6 +3977,8 @@ void PIT_FloorRaise (AActor *thing, FChangePosition *cpos)
P_AdjustFloorCeil (thing, cpos);
if (oldfloorz == thing->floorz) return;
// Move things intersecting the floor up
if (thing->z <= thing->floorz ||
(!(thing->flags & MF_NOGRAVITY) && (thing->flags2 & MF2_FLOATBOB)))

View file

@ -3170,8 +3170,8 @@ BEGIN_DEFAULTS (AActor, Any, -1, 0)
PROP_MeleeRange(44) // MELEERANGE(64) - 20
PROP_MaxDropOffHeight(24)
PROP_MaxStepHeight(24)
PROP_BounceFactor(FRACUNIT*3/4)
PROP_WallBounceFactor(FRACUNIT)
PROP_BounceFactor(FRACUNIT*7/10)
PROP_WallBounceFactor(FRACUNIT*3/4)
PROP_BounceCount(-1)
PROP_FloatSpeed(4)
PROP_Gravity(FRACUNIT)

View file

@ -1548,7 +1548,7 @@ void A_SpawnItemEx(AActor * self)
xmom = newxmom;
}
AActor * mo = Spawn( missile, x, y, self->z + self->floorclip + zofs, ALLOW_REPLACE);
AActor * mo = Spawn( missile, x, y, self->z - self->floorclip + zofs, ALLOW_REPLACE);
InitSpawnedItem(self, mo, flags);
if (mo)
{