* Updated to ZDoom 4012:
- Fixed: The resurrect cheat also needs to restore the player's radius.
- 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.- Never set the player actor's scale to the skin's directly. Only do it indirectly through P_CheckPlayerSprite().
- Fixed: When P_Add3DFloor() adds the "inside" plane, it needs to copy the translucency flags from the original plane.
- 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.
- Do not wake Oracle spectres that are dead.
- 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.)
- 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).
- Do not double-scale player classes that use non-1.0 default scales.
- 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.
* Fixed decals not being lit correctly in the older lighting mode.
* Fixed: 3D middle textures with a valid backsector need to be rendered as two-sided even if they lack the two-sided flag. (It works in ZDoom.)

git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@1500 b0f79afe-0144-0410-b225-9a4edf0717df
- Added gl_billboard_particles. If true, particles are billboarded to face the camera, if false the old behavior applies.

git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@1501 b0f79afe-0144-0410-b225-9a4edf0717df
* Updated to ZDoom 4019:
- Added MAPINFO flag "SpawnWithWeaponRaised".
- Added CHANGELEVEL_PRERAISEWEAPON flag for use with ACS's ChangeLevel.
- Move NULL player check earlier in P_PoisonDamage, before player is accessed.
- Add NULL decal check to FDecalLib::ParseGenerator().
- Initialize sprframe to NULL in FListMenuItemPlayerDisplay::Drawer().
- In UpdateJoystickConfigMenu(), do not access joy before checking if it's NULL.

git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@1502 b0f79afe-0144-0410-b225-9a4edf0717df
- Added missing OpenGL adjustments to ZDoom's P_CheckPlayerSprite changes.

git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@1503 b0f79afe-0144-0410-b225-9a4edf0717df
* Updated to ZDoom 4023:
- Added bright flags to the scripted marines' BFG and railgun attacks.
- Added a flag to A_M_Refire to ignore the actor's missile state, so the rocket marine will not continue to punch air if it starts attacking while its target is in melee range and then moves out of it.
- Do not use the muzzle flash player sprites for the scripted marines' melee attacks.
- Slow down the scripted marines' rocket attack and speed up the plasma attack to better reflect the speeds of the equivalent player weapons.

git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@1504 b0f79afe-0144-0410-b225-9a4edf0717df