- Fixed: The resurrect cheat also needs to restore the player's radius.

git-svn-id: http://mancubus.net/svn/hosted/zdoom/zdoom/trunk@4003 a95907f1-e10c-0410-b46f-9e587ccb1026
- Changed P_CheckPlayerSprites() so that it does not alter any actor data. It is now called by
  R_ProjectSprite() to modify the appropriate data right before it is needed for rendering.

git-svn-id: http://mancubus.net/svn/hosted/zdoom/zdoom/trunk@4004 a95907f1-e10c-0410-b46f-9e587ccb1026
- Never set the player actor's scale to the skin's directly. Only do it indirectly through
  P_CheckPlayerSprite().

git-svn-id: http://mancubus.net/svn/hosted/zdoom/zdoom/trunk@4005 a95907f1-e10c-0410-b46f-9e587ccb1026
- Fixed: When P_Add3DFloor() adds the "inside" plane, it needs to copy the translucency flags
  from the original plane.

git-svn-id: http://mancubus.net/svn/hosted/zdoom/zdoom/trunk@4006 a95907f1-e10c-0410-b46f-9e587ccb1026
- Added JLOSF_NOAUTOAIM flag for when you want to use A_JumpIfTargetInLOS in conjunction with
  something that never autoaims, such as a railgun.
- Fixed: A_JumpIfTargetInLOS should use P_AimLineAttack() instead of P_BulletSlope(), because the
  latter intentionally checks to the sides of the aimed line.

git-svn-id: http://mancubus.net/svn/hosted/zdoom/zdoom/trunk@4007 a95907f1-e10c-0410-b46f-9e587ccb1026
- Do not wake Oracle spectres that are dead.

git-svn-id: http://mancubus.net/svn/hosted/zdoom/zdoom/trunk@4008 a95907f1-e10c-0410-b46f-9e587ccb1026
- Do not "wake" Oracle spectres that killed an Oracle. (Because if they killed it, they're
  obviously already awake. Also, we don't want them to end up targeting themselves.)

git-svn-id: http://mancubus.net/svn/hosted/zdoom/zdoom/trunk@4009 a95907f1-e10c-0410-b46f-9e587ccb1026
- Fixed: Don't use the player skin in the cast call if the class being shown has been removed
  from the PlayerClasses array (and therefore does not have a valid default skin).

git-svn-id: http://mancubus.net/svn/hosted/zdoom/zdoom/trunk@4010 a95907f1-e10c-0410-b46f-9e587ccb1026
- Do not double-scale player classes that use non-1.0 default scales.

git-svn-id: http://mancubus.net/svn/hosted/zdoom/zdoom/trunk@4011 a95907f1-e10c-0410-b46f-9e587ccb1026
- P_DamageMobj() now returns the amount of damage actually done so that the bleed functions
  can perform based on the amount of damage actually taken after all modifications are done to
  it. However, if the damage is canceled away, blood will still spawn for the original damage
  amount rather than the modified amount.

git-svn-id: http://mancubus.net/svn/hosted/zdoom/zdoom/trunk@4012 a95907f1-e10c-0410-b46f-9e587ccb1026