- added a NULL pointer check to fog spawning in unmorphing code.
- fixed: frozen corpses need to be treated as solid by z-movement code. - fixed previous commit. SVN r1903 (trunk)
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4 changed files with 26 additions and 6 deletions
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@ -314,7 +314,10 @@ bool P_UndoPlayerMorph (player_t *activator, player_t *player, int unmorphflag,
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}
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angle = mo->angle >> ANGLETOFINESHIFT;
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Spawn(exit_flash, pmo->x + 20*finecosine[angle], pmo->y + 20*finesine[angle], pmo->z + TELEFOGHEIGHT, ALLOW_REPLACE);
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if (exit_flash != NULL)
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{
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Spawn(exit_flash, pmo->x + 20*finecosine[angle], pmo->y + 20*finesine[angle], pmo->z + TELEFOGHEIGHT, ALLOW_REPLACE);
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}
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mo->SetupWeaponSlots(); // Use original class's weapon slots.
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beastweap = player->ReadyWeapon;
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if (player->PremorphWeapon != NULL)
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