- Fixed: EV_Teleport() did not set players to their idle state, so if they
were running when the teleported, they would still be running afterward even though they weren't moving anywhere. Normally, P_XYMovement() does this when they stop due to friction. - Fixed: AActor::TakeSpecialDamage() completely bypassed the standard rules for target switching on actors with MF5_NODAMAGE set. - Changed the return values of the ACS spawn, spawnspot, and spawnspotfacing commands to be the total count of things spawned, rather than a pretty much useless reference to the actor spawned at the last map spot. - Fixed: DLevelScript::DoSpawn() takes a byte angle, but DoSpawnSpotFacing() passed it a full-length angle. - Fixed: When MF_SKULLFLY is removed because an actor slams into something, it was set to a see or spawn state, resetting its tic count and bypassing the effectiveness of the MF2_DORMANT flag. While I was at it, I decided dormant skulls shouldn't do slamming damage, either. - Fixed: P_Thing_Spawn() returned success only if all thing instances were successfully spawned. As long as at least one thing was spawned, it should be considered a success. - Fixed: Flipped single rotation sprites were only flipped every other 22.5 degree interval. SVN r484 (trunk)
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6 changed files with 58 additions and 19 deletions
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@ -3,7 +3,7 @@
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** ACS-accessible thing utilities
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2006 Randy Heit
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** Copyright 1998-2007 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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@ -114,7 +114,6 @@ bool P_Thing_Spawn (int tid, AActor *source, int type, angle_t angle, bool fog,
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level.total_items--;
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}
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mobj->Destroy ();
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rtn = false;
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}
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}
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spot = iterator.Next();
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