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- Added UsePlayerStartZ MAPINFO option to cause P_SpawnPlayer() to offset the spawned player's
Z position by the MapThing's Z, just like for any other MapThing. - P_SpawnPlayer() now respects a player's SPAWNCEILING and SPAWNFLOAT flags. SVN r3746 (trunk)
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3 changed files with 20 additions and 3 deletions
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@ -162,7 +162,7 @@ enum ELevelFlags
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LEVEL_STARTLIGHTNING = 0x01000000, // Automatically start lightning
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LEVEL_FILTERSTARTS = 0x02000000, // Apply mapthing filtering to player starts
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LEVEL_LOOKUPLEVELNAME = 0x04000000, // Level name is the name of a language string
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//LEVEL_HEXENFORMAT = 0x08000000, // Level uses the Hexen map format
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LEVEL_USEPLAYERSTARTZ = 0x08000000, // Use the Z position of player starts
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LEVEL_SWAPSKIES = 0x10000000, // Used by lightning
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LEVEL_NOALLIES = 0x20000000, // i.e. Inside Strife's front base
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@ -1208,6 +1208,7 @@ MapFlagHandlers[] =
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{ "nofallingdamage", MITYPE_SCFLAGS, 0, ~(LEVEL_FALLDMG_ZD|LEVEL_FALLDMG_HX) },
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{ "noallies", MITYPE_SETFLAG, LEVEL_NOALLIES, 0 },
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{ "filterstarts", MITYPE_SETFLAG, LEVEL_FILTERSTARTS, 0 },
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{ "useplayerstartz", MITYPE_SETFLAG, LEVEL_USEPLAYERSTARTZ, 0 },
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{ "activateowndeathspecials", MITYPE_SETFLAG, LEVEL_ACTOWNSPECIAL, 0 },
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{ "killeractivatesdeathspecials", MITYPE_CLRFLAG, LEVEL_ACTOWNSPECIAL, 0 },
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{ "missilesactivateimpactlines", MITYPE_SETFLAG2, LEVEL2_MISSILESACTIVATEIMPACT, 0 },
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@ -4080,7 +4080,7 @@ APlayerPawn *P_SpawnPlayer (FMapThing *mthing, bool tempplayer)
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player_t *p;
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APlayerPawn *mobj, *oldactor;
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BYTE state;
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fixed_t spawn_x, spawn_y;
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fixed_t spawn_x, spawn_y, spawn_z;
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angle_t spawn_angle;
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// [RH] Things 4001-? are also multiplayer starts. Just like 1-4.
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@ -4160,8 +4160,24 @@ APlayerPawn *P_SpawnPlayer (FMapThing *mthing, bool tempplayer)
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}
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}
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if (GetDefaultByType(p->cls)->flags & MF_SPAWNCEILING)
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spawn_z = ONCEILINGZ;
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else if (GetDefaultByType(p->cls)->flags2 & MF2_SPAWNFLOAT)
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spawn_z = FLOATRANDZ;
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else
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spawn_z = ONFLOORZ;
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mobj = static_cast<APlayerPawn *>
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(Spawn (p->cls, spawn_x, spawn_y, ONFLOORZ, NO_REPLACE));
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(Spawn (p->cls, spawn_x, spawn_y, spawn_z, NO_REPLACE));
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if (level.flags & LEVEL_USEPLAYERSTARTZ)
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{
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if (spawn_z == ONFLOORZ)
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mobj->z += mthing->z;
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else if (spawn_z == ONCEILINGZ)
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mobj->z -= mthing->z;
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P_FindFloorCeiling(mobj, FFCF_SAMESECTOR | FFCF_ONLY3DFLOORS | FFCF_3DRESTRICT);
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}
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mobj->FriendPlayer = playernum + 1; // [RH] players are their own friends
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oldactor = p->mo;
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