- 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)
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12 changed files with 45 additions and 13 deletions
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@ -892,13 +892,13 @@ void P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage
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return;
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}
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// Handle active damage modifiers (e.g. PowerDamage)
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if (inflictor->Inventory != NULL)
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{
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int olddam = damage;
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inflictor->Inventory->ModifyDamage(olddam, mod, damage, false);
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if (olddam != damage && damage <= 0) return;
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}
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}
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// Handle active damage modifiers (e.g. PowerDamage)
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if (source != NULL && source->Inventory != NULL)
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{
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int olddam = damage;
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source->Inventory->ModifyDamage(olddam, mod, damage, false);
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if (olddam != damage && damage <= 0) return;
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}
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// Handle passive damage modifiers (e.g. PowerProtection)
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if (target->Inventory != NULL)
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