- Fixed: ActorFlagSetOrReset() wasn't receiving the + or - character from
ParseActorProperties(). - Fixed: The decorate FindFlag() function returned flags from ActorFlags instead of the passed flags set. - Fixed: The CHT_CHAINSAW, CHT_POWER, CHT_HEALTH, and CHT_RESSURECT needed NULL player->mo checks. - Fixed: The "give all" command didn't give the backpack in Doom, and it must give the backpack before giving ammo. - Fixed: P_SetPsprite() must not call the action function if the player is not attached to an actor. This can happen, for instance, if the level is destroyed while the player is holding a powered-up Phoenix Rod. As part of its EndPowerup() function, it sets the psprite to the regular version, but the player actor has already been destroyed. - Fixed: FinishThingdef() needs to check for valid names, because weapons could have inherited valid pointers from their superclass. - Fixed: fuglyname didn't work. - Fixed: Redefining $ambient sounds leaked memory. - Added Jim's crashcatcher.c fix for better shell support. - VC7.1 seems to have no trouble distinguishing between passing a (const TypeInfo *) reference to operator<< and the generic, templated (object *) version, so a few places that can benefit from it now use it. I believe VC6 had problems with this, which is why I didn't do it all along. The function's implementation was also moved out of dobject.cpp and into farchive.cpp. - Fixed: UnpackPixels() unpacked all chunks in a byte, which is wrong for the last byte in a row if the image width is not an even multiple of the number pixels per byte. - Fixed: P_TranslateLineDef() should only clear monster activation for secret useable lines, not crossable lines. - Fixed: Some leftover P_IsHostile() calls still needed to be rewritten. - Fixed: AWeaponHolder::Serialize() wrote the class type in all circumstances. SVN r20 (trunk)
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19 changed files with 176 additions and 103 deletions
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@ -4484,7 +4484,7 @@ bool AActor::IsFriend (AActor *other)
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//
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//==========================================================================
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bool P_IsHostile (AActor *other)
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bool AActor::IsHostile (AActor *other)
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{
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// Both monsters are non-friendlies so hostilities depend on infighting settings
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if (!((flags | other->flags) & MF_FRIENDLY)) return false;
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@ -4493,8 +4493,8 @@ bool P_IsHostile (AActor *other)
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if (flags & other->flags & MF_FRIENDLY)
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{
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return deathmatch &&
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self->FriendPlayer != other->FriendPlayer &&
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self->FriendPlayer !=0 &&
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FriendPlayer != other->FriendPlayer &&
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FriendPlayer !=0 &&
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other->FriendPlayer != 0;
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}
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return true;
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