- 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
- Added MAPINFO flag "SpawnWithWeaponRaised".

git-svn-id: http://mancubus.net/svn/hosted/zdoom/zdoom/trunk@4013 a95907f1-e10c-0410-b46f-9e587ccb1026
- Added CHANGELEVEL_PRERAISEWEAPON flag for use with ACS's ChangeLevel.

git-svn-id: http://mancubus.net/svn/hosted/zdoom/zdoom/trunk@4014 a95907f1-e10c-0410-b46f-9e587ccb1026
- Move NULL player check earlier in P_PoisonDamage, before player is accessed.

git-svn-id: http://mancubus.net/svn/hosted/zdoom/zdoom/trunk@4016 a95907f1-e10c-0410-b46f-9e587ccb1026
- Add NULL decal check to FDecalLib::ParseGenerator().

git-svn-id: http://mancubus.net/svn/hosted/zdoom/zdoom/trunk@4017 a95907f1-e10c-0410-b46f-9e587ccb1026
- Initialize sprframe to NULL in FListMenuItemPlayerDisplay::Drawer().

git-svn-id: http://mancubus.net/svn/hosted/zdoom/zdoom/trunk@4018 a95907f1-e10c-0410-b46f-9e587ccb1026
- In UpdateJoystickConfigMenu(), do not access joy before checking if it's NULL.

git-svn-id: http://mancubus.net/svn/hosted/zdoom/zdoom/trunk@4019 a95907f1-e10c-0410-b46f-9e587ccb1026
- Added bright flags to the scripted marines' BFG and railgun attacks.

git-svn-id: http://mancubus.net/svn/hosted/zdoom/zdoom/trunk@4020 a95907f1-e10c-0410-b46f-9e587ccb1026
- 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.

git-svn-id: http://mancubus.net/svn/hosted/zdoom/zdoom/trunk@4021 a95907f1-e10c-0410-b46f-9e587ccb1026
- Do not use the muzzle flash player sprites for the scripted marines' melee attacks.

git-svn-id: http://mancubus.net/svn/hosted/zdoom/zdoom/trunk@4022 a95907f1-e10c-0410-b46f-9e587ccb1026
- 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/zdoom/zdoom/trunk@4023 a95907f1-e10c-0410-b46f-9e587ccb1026