mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-12-01 08:31:45 +00:00
- Fixed: Monster respawning did not redo floorz/ceilingz for 3D floors after positioning the item.
- Fixed: Monster respawning used the newly spawned monster's SpawnPoint to determine what to shift the Z position by. This is, naturally, always 0. SVN r3510 (trunk)
This commit is contained in:
parent
f312926e9f
commit
d8f509a73a
1 changed files with 5 additions and 2 deletions
|
@ -2467,9 +2467,9 @@ void P_NightmareRespawn (AActor *mobj)
|
|||
mo = AActor::StaticSpawn(RUNTIME_TYPE(mobj), x, y, z, NO_REPLACE, true);
|
||||
|
||||
if (z == ONFLOORZ)
|
||||
mo->z += mo->SpawnPoint[2];
|
||||
mo->z += mobj->SpawnPoint[2];
|
||||
else if (z == ONCEILINGZ)
|
||||
mo->z -= mo->SpawnPoint[2];
|
||||
mo->z -= mobj->SpawnPoint[2];
|
||||
|
||||
// something is occupying its position?
|
||||
if (!P_TestMobjLocation (mo))
|
||||
|
@ -2480,6 +2480,9 @@ void P_NightmareRespawn (AActor *mobj)
|
|||
return; // no respawn
|
||||
}
|
||||
|
||||
// If there are 3D floors, we need to find floor/ceiling again.
|
||||
P_FindFloorCeiling(mo);
|
||||
|
||||
z = mo->z;
|
||||
|
||||
// inherit attributes from deceased one
|
||||
|
|
Loading…
Reference in a new issue