* Updated to ZDoom 4198:
- Fixed: Used the wrong actor's radius in P_Thing_Projectile() to get the maxdist for P_CheckMissileSpawn().
- Always at least halve the advance vector in P_CheckMissileSpawn().
- Fixed: Don't return false from PIT_CheckThing when a shootable missile hits a nonmonster and infighting is disabled; let the normal conditions apply. Otherwise, you end up with situations where monster-fired projectiles can collide with pickups.

git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@1544 b0f79afe-0144-0410-b225-9a4edf0717df