- Added DTA_TopOffset and DTA_LeftOffset values to the automap background drawer.

- Fixed: DECORATE color translations with explicit colors didn't work because the
  code treated byte values as fixed point.
- Fixed: LEVEL_NOALLIES must clear MF_FRIENDLY off any spawned actor except players.
  Otherwise it doesn't work properly.
- Fixed: Entering a backslash in the player's name box caused a crash because 
  the code analyzing the string was missing a NULL pointer check.
- Fixed: Thing_Hate and Teleport_ZombieChanger unconditionally made state jumps,
  even for dead monsters.
- Fixed: The palette flash for item pickup was not reset upon a player's death.
- Fixed: P_DamageMobj tried to get damage multiplier information from the
  damage inflictor, not the attacker.
- Fixed: PowerTimeFreezer::DoEffect did not call its superclass method.
- fixed: When morphed monsters died they tried to set MF3_STAYMORPHED for the
  attacker, not themselves. This caused a crash when they were killed by a crusher.


SVN r539 (trunk)
This commit is contained in:
Christoph Oelckers 2007-07-12 15:15:57 +00:00
commit 2829361c5c
12 changed files with 45 additions and 13 deletions

View file

@ -892,13 +892,13 @@ void P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage
return;
}
// Handle active damage modifiers (e.g. PowerDamage)
if (inflictor->Inventory != NULL)
{
int olddam = damage;
inflictor->Inventory->ModifyDamage(olddam, mod, damage, false);
if (olddam != damage && damage <= 0) return;
}
}
// Handle active damage modifiers (e.g. PowerDamage)
if (source != NULL && source->Inventory != NULL)
{
int olddam = damage;
source->Inventory->ModifyDamage(olddam, mod, damage, false);
if (olddam != damage && damage <= 0) return;
}
// Handle passive damage modifiers (e.g. PowerProtection)
if (target->Inventory != NULL)