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