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- Fixed: The code that checked hitscans entering an actor from above and below
calculated the hit position wrong. SVN r553 (trunk)
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3 changed files with 12 additions and 3 deletions
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@ -1,3 +1,7 @@
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October 8, 2007 (Changes by Graf Zahl)
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- Fixed: The code that checked hitscans entering an actor from above and below
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calculated the hit position wrong.
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October 5, 2007 (Changes by Graf Zahl)
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- Fixed: Tne Imp's raise state sequence was wrong due to a typo.
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- Fixed: The shotgun had spawn ID 21 instead of 27.
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@ -1709,7 +1709,11 @@ void M_VerifyNightmare (int ch)
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return;
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G_DeferedInitNew (EpisodeMaps[epi], 4);
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gamestate = gamestate == GS_FULLCONSOLE ? GS_HIDECONSOLE : gamestate;
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if (gamestate == GS_FULLCONSOLE)
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{
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gamestate = GS_HIDECONSOLE;
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gameaction = ga_newgame;
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}
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M_ClearMenus ();
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}
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@ -311,7 +311,8 @@ static bool PTR_TraceIterator (intercept_t *in)
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if (Vz >= 0) return true; // Going up: can't hit
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// Does it hit the top of the actor?
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dist = StartZ - (in->d.thing->z + in->d.thing->height);
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dist = FixedDiv(in->d.thing->z + in->d.thing->height - StartZ, Vz);
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if (dist > MaxDist) return true;
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in->frac = FixedDiv(dist, MaxDist);
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@ -324,7 +325,7 @@ static bool PTR_TraceIterator (intercept_t *in)
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if (Vz <= 0) return true; // Going down: can't hit
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// Does it hit the bottom of the actor?
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dist = in->d.thing->z - StartZ;
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dist = FixedDiv(in->d.thing->z - StartZ, Vz);
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if (dist > MaxDist) return true;
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in->frac = FixedDiv(dist, MaxDist);
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