Comment out the A_GetZLimits() call right before the Bassert() in A_MoveSprite(). This call is a problem because the assertion expects "dasectnum" and spr->sectnum to match, but A_GetZLimits() can itself call A_SetSprite() which results in another call to A_MoveSprite() and can potentially change the sectnum again.

This commit also adds the NOTELEPORT sprite flag, which of course prevents sprites from teleporting.


git-svn-id: https://svn.eduke32.com/eduke32@3094 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
terminx 2012-10-24 13:21:02 +00:00
parent 67c7d67166
commit 067baf626a
2 changed files with 22 additions and 16 deletions

View File

@ -399,7 +399,7 @@ int32_t A_MoveSprite(int32_t spritenum, const vec3_t *change, uint32_t cliptype)
else if (dasectnum != spr->sectnum)
{
changespritesect(spritenum, dasectnum);
A_GetZLimits(spritenum);
// A_GetZLimits(spritenum);
}
Bassert(dasectnum == spr->sectnum);
@ -3220,8 +3220,12 @@ static void P_FinishWaterChange(int32_t j, DukePlayer_t *ps, int32_t sectlotag,
}
}
static int32_t A_CheckNonTeleporting(int32_t pic)
static int32_t A_CheckNonTeleporting(int32_t s)
{
int32_t pic = sprite[s].picnum;
if (A_CheckSpriteFlags(s, SPRITE_NOTELEPORT)) return 1;
return (pic == SHARK || pic == COMMANDER || pic == OCTABRAIN
|| (pic >= GREENSLIME && pic <= GREENSLIME+7));
}
@ -3355,7 +3359,7 @@ ACTOR_STATIC void G_MoveTransports(void)
// comment out to make RPGs pass through water: (r1450 breaks this)
// if (sectlotag != 0) goto JBOLT;
case STAT_ACTOR:
if (sprite[j].extra > 0 && A_CheckNonTeleporting(sprite[j].picnum))
if (sprite[j].extra > 0 && A_CheckNonTeleporting(j))
goto JBOLT;
case STAT_MISC:
case STAT_FALLER:

View File

@ -180,7 +180,9 @@ enum sflags_t {
SPRITE_USEACTIVATOR = 0x00000200,
SPRITE_NULL = 0x00000400, // null sprite in multiplayer
SPRITE_NOCLIP = 0x00000800, // clipmove it with cliptype 0
SPRITE_NOFLOORSHADOW= 0x00001000, // for temp. internal use, per-tile flag not checked
SPRITE_NOFLOORSHADOW = 0x00001000, // for temp. internal use, per-tile flag not checked
SPRITE_SMOOTHMOVE = 0x00002000,
SPRITE_NOTELEPORT = 0x00004000,
};
// custom projectiles