Further morphing clean up
Players will now use their Alternative field to check if they're morphed instead of their MorphTics. This makes the current state of morphing more reliable, otherwise setting this to 0 manually without unmorphing could have very odd results. Both monsters and players consider 0 morph time to mean infinite now (previously this only applied to monsters). Player unmorphs no longer die in the case of a failed unmorph on death. Removed inventory swapping on player pointer substitution as it's too messy to do here.
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17 changed files with 37 additions and 45 deletions
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@ -37,7 +37,7 @@ bool P_MorphActor(AActor *activator, AActor *victim, PClassActor *ptype, PClassA
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bool P_UnmorphActor(AActor *activator, AActor *morphed, int flags, bool force)
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{
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IFVIRTUALPTR(morphed, AActor, UnMorph)
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IFVIRTUALPTR(morphed, AActor, Unmorph)
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{
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VMValue params[] = { morphed, activator, flags, force };
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int retval;
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