0.9.9b release:

- Fix lore library being empty (oops! put '!=' where I should have put '==')
 - Lore library entries are now alphabetically sorted in post, to prevent weird nonsense with localization
 - Adjust various CheckSight() calls to prevent potential rare desyncs
 - Adjust how FlashPlayer() calls work to potentially prevent desyncs too
 - Fix player saying combat start lines when enemies aren't even visible
This commit is contained in:
Mari the Deer 2020-09-24 21:14:06 +02:00
commit 1daf12138f
13 changed files with 106 additions and 129 deletions

View file

@ -800,10 +800,9 @@ Class SWWMHandler : EventHandler
if ( (a is 'RatBuddy') || (a is 'Peasant') || (a is 'Beggar') ) continue;
// [Strife] ignore Oracle's spectre while it's inactive
if ( (a is 'AlienSpectre3') && a.InStateSequence(a.CurState,a.FindState("Spawn")) ) continue;
// ignore if not targetted or either actor can't see the other
// ignore if not targetted or player can't see it
if ( (a.target != players[consoleplayer].mo)
|| !a.CheckSight(players[consoleplayer].mo)
|| !players[consoleplayer].mo.CheckSight(a) ) continue;
|| !SWWMUtility.InPlayerFOV(players[consoleplayer],a) ) continue;
// is it already in?
bool addme = true;
for ( int i=0; i<combatactors.Size(); i++ )