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- Fixed: Item respawning needs to use the same buggy PointOnSide function as P_SpawnMapThing does.
SVN r3484 (trunk)
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510838c3c1
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1 changed files with 10 additions and 4 deletions
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@ -340,10 +340,17 @@ DEFINE_ACTION_FUNCTION(AActor, A_RestoreSpecialPosition)
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_x = self->SpawnPoint[0];
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_x = self->SpawnPoint[0];
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_y = self->SpawnPoint[1];
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_y = self->SpawnPoint[1];
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sec = P_PointInSector (_x, _y);
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self->SetOrigin (_x, _y, sec->floorplane.ZatPoint (_x, _y));
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self->UnlinkFromWorld();
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P_CheckPosition (self, _x, _y);
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self->x = _x;
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self->y = _y;
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self->LinkToWorld(true);
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sec = self->Sector;
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self->z =
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self->dropoffz =
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self->floorz = sec->floorplane.ZatPoint(_x, _y);
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self->ceilingz = sec->ceilingplane.ZatPoint(_x, _y);
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P_FindFloorCeiling(self, true);
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if (self->flags & MF_SPAWNCEILING)
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if (self->flags & MF_SPAWNCEILING)
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{
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{
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@ -370,7 +377,6 @@ DEFINE_ACTION_FUNCTION(AActor, A_RestoreSpecialPosition)
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self->z += FloatBobOffsets[(self->FloatBobPhase + level.maptime) & 63];
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self->z += FloatBobOffsets[(self->FloatBobPhase + level.maptime) & 63];
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}
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}
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}
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}
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self->SetOrigin (self->x, self->y, self->z);
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}
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}
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int AInventory::StaticLastMessageTic;
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int AInventory::StaticLastMessageTic;
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