- Fixed: When starting a level while the music has been paused S_Start has

to stop the old music so the new one always starts at the beginning.
- Fixed:: AActor::master was not serialized.
- Fixed: Sound targets pointing to dead players should be cleared before 
  respawning the player.
- Fixed: When the DONTMOVE flag is set A_Chase must not call P_NewChaseDir.
- Changed PowerupGiver initialization so that the actual powerup class is looked
  up during postprocessing.
- Gave Strife's instant death sector type its own damage type.


SVN r778 (trunk)
This commit is contained in:
Christoph Oelckers 2008-03-01 13:12:33 +00:00
commit 03617dc6f0
8 changed files with 77 additions and 19 deletions

View file

@ -2136,23 +2136,8 @@ static void PowerupMode (FScanner &sc, APowerupGiver *defaults, Baggage &bag)
//==========================================================================
static void PowerupType (FScanner &sc, APowerupGiver *defaults, Baggage &bag)
{
FString typestr;
sc.MustGetString();
typestr.Format ("Power%s", sc.String);
const PClass * powertype=PClass::FindClass(typestr);
if (!powertype)
{
sc.ScriptError("Unknown powerup type '%s' in '%s'\n", sc.String, bag.Info->Class->TypeName.GetChars());
}
else if (!powertype->IsDescendantOf(RUNTIME_CLASS(APowerup)))
{
sc.ScriptError("Invalid powerup type '%s' in '%s'\n", sc.String, bag.Info->Class->TypeName.GetChars());
}
else
{
defaults->PowerupType=powertype;
}
defaults->PowerupType = fuglyname(sc.String);
}
//==========================================================================