- 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)
This commit is contained in:
Randy Heit 2007-02-14 22:47:01 +00:00
commit 01cd91fd9e
6 changed files with 58 additions and 19 deletions

View file

@ -142,7 +142,7 @@ static void R_InstallSpriteLump (int lump, unsigned frame, char rot, bool flippe
if ((int)frame > maxframe)
maxframe = frame;
if (rotation == 0)
{
// the lump should be used for all rotations
@ -233,6 +233,11 @@ static void R_InstallSprite (int num)
{
sprtemp[frame].Texture[rot] = sprtemp[frame].Texture[0];
}
// If the frame is flipped, they all should be
if (sprtemp[frame].Flip & 1)
{
sprtemp[frame].Flip = 0xFFFF;
}
break;
case 1: