[fixed]Teleport landing spot problem with 0.9.22

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Enjay
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[fixed]Teleport landing spot problem with 0.9.22

Post by Enjay »

Argh! I've just had a really frustrating time trying to work out what is going on with a whole bunch of my maps. Quite a few of them have had cunning tricks broken. My guess is this might be the cause...

"Removed the MF_NOSECTOR flag from everything except the decal and the regular map spot."

I'm guessing this means that teleport spots now get moved with scrolling floors. So, if you have a teleport spot set up on a scrolling floor with the intention of putting the player, or something else, at the start of a scrolling/carrying floor, by the time the player teleports to the spot, the spot has moved and the effect is totally broken.
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Graf Zahl
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Post by Graf Zahl »

Indeed. ZDoom excludes things from scrolling by checking the NOSECTOR flag. That is wrong! Instead it should check the NOBLOCKMAP flag which is the one that excludes things from passive map checks.
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Post by Enjay »

OK, glad you're on top of it. :)

You mentioned in another thread that you were planning on doing another build soon (I think it was the ATI white speckles thread). I don't suppose there is any chance of seeing it soon? This bug is getting in the way of something I'm trying to do and going back to the previous version is awkward too because it means changing my decorate lump.
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Post by Graf Zahl »

Next weekend at the earliest. I don't have any time the next few days.
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Post by Enjay »

Fair enough. I'll work with 0.9.21 on maps where it matters.
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