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- Fixed: SPAC_AnyCross didn't work.
- Fixed: Pushable doors must also check for SPAC_MPush. - Fixed: P_LoadThings2 did not adjust the byte order for the thingid field. SVN r965 (trunk)
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4 changed files with 10 additions and 5 deletions
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@ -1,3 +1,8 @@
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May 12, 2008 (Changes by Graf Zahl)
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- Fixed: SPAC_AnyCross didn't work.
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- Fixed: Pushable doors must also check for SPAC_MPush.
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- Fixed: P_LoadThings2 did not adjust the byte order for the thingid field.
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May 11, 2008 (Changes by Graf Zahl)
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May 11, 2008 (Changes by Graf Zahl)
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- Changed: HIRESTEX 'define' textures now replace existing textures
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- Changed: HIRESTEX 'define' textures now replace existing textures
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of type MiscPatch with the same name.
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of type MiscPatch with the same name.
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@ -409,7 +409,7 @@ bool EV_DoDoor (DDoor::EVlDoor type, line_t *line, AActor *thing,
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door->m_Direction = 1; // go back up
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door->m_Direction = 1; // go back up
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door->DoorSound (true); // [RH] Make noise
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door->DoorSound (true); // [RH] Make noise
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}
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}
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else if (!(line->activation & SPAC_Push))
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else if (!(line->activation & (SPAC_Push|SPAC_MPush)))
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// [RH] activate push doors don't go back down when you
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// [RH] activate push doors don't go back down when you
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// run into them (otherwise opening them would be
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// run into them (otherwise opening them would be
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// a real pain).
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// a real pain).
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@ -1441,7 +1441,7 @@ void P_LoadThings2 (MapData * map, int position)
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for(int i = 0; i< numthings; i++)
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for(int i = 0; i< numthings; i++)
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{
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{
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mti[i].thingid = mth[i].thingid;
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mti[i].thingid = LittleShort(mth[i].thingid);
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mti[i].x = LittleShort(mth[i].x)<<FRACBITS;
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mti[i].x = LittleShort(mth[i].x)<<FRACBITS;
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mti[i].y = LittleShort(mth[i].y)<<FRACBITS;
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mti[i].y = LittleShort(mth[i].y)<<FRACBITS;
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mti[i].z = LittleShort(mth[i].z)<<FRACBITS;
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mti[i].z = LittleShort(mth[i].z)<<FRACBITS;
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@ -275,10 +275,10 @@ bool P_TestActivateLine (line_t *line, AActor *mo, int side, int activationType)
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lineActivation |= SPAC_PCross;
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lineActivation |= SPAC_PCross;
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}
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}
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// BOOM's generalized line types that allow monster use can actually be
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// BOOM's generalized line types that allow monster use can actually be
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// activated by anything!
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// activated by anything except projectiles.
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if (activationType == SPAC_AnyCross)
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if (lineActivation & SPAC_AnyCross)
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{
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{
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if (mo->flags2 & MF2_NOTELEPORT) return false;
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lineActivation |= SPAC_Cross|SPAC_MCross;
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}
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}
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if (activationType == SPAC_Use)
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if (activationType == SPAC_Use)
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{
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{
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