diff --git a/language.version b/language.version index 5a0aff1bc..48baa1118 100644 --- a/language.version +++ b/language.version @@ -1,3 +1,3 @@ [default] -SWWM_MODVER="\cyDEMOLITIONIST \cw1.3pre r760 \cu(Wed 15 Feb 16:59:12 CET 2023)\c-"; -SWWM_SHORTVER="\cw1.3pre r760 \cu(2023-02-15 16:59:12)\c-"; +SWWM_MODVER="\cyDEMOLITIONIST \cw1.3pre r761 \cu(Wed 15 Feb 18:48:56 CET 2023)\c-"; +SWWM_SHORTVER="\cw1.3pre r761 \cu(2023-02-15 18:48:56)\c-"; diff --git a/zscript/items/swwm_powerups.zsc b/zscript/items/swwm_powerups.zsc index 8c305db49..e34bfaf75 100644 --- a/zscript/items/swwm_powerups.zsc +++ b/zscript/items/swwm_powerups.zsc @@ -330,7 +330,7 @@ Class GhostPower : Powerup Actor snd; - bool bSavedInvisible, bSavedCantSeek, bSavedShadow, bSavedVisAlwaysFail; + bool bSavedInvisible, bSavedCantSeek, bSavedShadow, bSavedMVisBlocked; Default { @@ -347,11 +347,11 @@ Class GhostPower : Powerup bSavedInvisible = Owner.bINVISIBLE; bSavedCantSeek = Owner.bCANTSEEK; bSavedShadow = Owner.bSHADOW; - bSavedVisAlwaysFail = Owner.bVISALWAYSFAIL; + bSavedMVisBlocked = Owner.bMVISBLOCKED; Owner.bINVISIBLE = true; // makes sure player doesn't render while still keeping psprites intact Owner.bCANTSEEK = true; // seeking missiles don't track Owner.bSHADOW = true; // monsters don't aim straight - Owner.bVISALWAYSFAIL = true; // ensure full invisibility + Owner.bMVISBLOCKED = true; // ensure full invisibility SWWMHandler.DoFlash(Owner,Color(96,224,192,255),20); if ( Owner is 'Demolitionist' ) Demolitionist(Owner).lastbump *= 1.04; @@ -364,7 +364,7 @@ Class GhostPower : Powerup Owner.bINVISIBLE = bSavedInvisible; Owner.bCANTSEEK = bSavedCantSeek; Owner.bSHADOW = bSavedShadow; - Owner.bVISALWAYSFAIL = bSavedVisAlwaysFail; + Owner.bMVISBLOCKED = bSavedMVisBlocked; Owner.A_StartSound("powerup/ghostend",CHAN_ITEMEXTRA,CHANF_OVERLAP); SWWMHandler.DoFlash(Owner,Color(96,224,192,255),20); if ( Owner is 'Demolitionist' )