mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-28 06:53:58 +00:00
- Fixed: For map spawns any change to an actor's floor z-coordinate must be
delayed until after its z-coordinate has been set. That means that for map spawns AActor::StaticSpawn may not call P_FindFloorCeiling for such actors. SVN r1352 (trunk)
This commit is contained in:
parent
78933df10d
commit
a73b008255
2 changed files with 7 additions and 2 deletions
|
@ -1,4 +1,8 @@
|
||||||
January 4, 2009 (Changes by Graf Zahl)
|
January 4, 2009 (Changes by Graf Zahl)
|
||||||
|
- Fixed: For map spawns any change to an actor's floor z-coordinate must be
|
||||||
|
delayed until after its z-coordinate has been set. That means that for
|
||||||
|
map spawns AActor::StaticSpawn may not call P_FindFloorCeiling for such
|
||||||
|
actors.
|
||||||
- added GZDoom's 3D floor physics code. This is not active yet so anything
|
- added GZDoom's 3D floor physics code. This is not active yet so anything
|
||||||
compiled from this code won't have any support for it!
|
compiled from this code won't have any support for it!
|
||||||
- Used new functionality to avoid moving the puff around in SpawnDeepSplash.
|
- Used new functionality to avoid moving the puff around in SpawnDeepSplash.
|
||||||
|
|
|
@ -3226,8 +3226,9 @@ AActor *AActor::StaticSpawn (const PClass *type, fixed_t ix, fixed_t iy, fixed_t
|
||||||
actor->ceilingsector = actor->Sector;
|
actor->ceilingsector = actor->Sector;
|
||||||
actor->ceilingpic = actor->ceilingsector->GetTexture(sector_t::ceiling);
|
actor->ceilingpic = actor->ceilingsector->GetTexture(sector_t::ceiling);
|
||||||
// Check if there's something solid to stand on between the current position and the
|
// Check if there's something solid to stand on between the current position and the
|
||||||
// current sector's floor.
|
// current sector's floor. For map spawns this must be delayed until after setting the
|
||||||
P_FindFloorCeiling(actor, true);
|
// z-coordinate.
|
||||||
|
if (!SpawningMapThing) P_FindFloorCeiling(actor, true);
|
||||||
}
|
}
|
||||||
else if (!(actor->flags5 & MF5_NOINTERACTION))
|
else if (!(actor->flags5 & MF5_NOINTERACTION))
|
||||||
{
|
{
|
||||||
|
|
Loading…
Reference in a new issue