- Fixed: Polyobjects are serialized before players, which means that a call

to PO_MovePolyobj() from P_SerializePolyobjs() for a crushing polyobject
  that touches a player actor will not have a valid actor->player->mo chain
  for P_DamageMobj and crash if it happens to touch the player. Since the
  polyobject was presumably in a good spot when the game was saved, we can
  just skip this step entirely and let it take care of itself the next time
  it moves (by which time, the players will be valid).
- Fixed: When transitioning from fullscreen to windowed mode with D3DFB, the
  window kept the WS_EX_TOPMOST style.
- Slight correctness fix: When in fullscreen, the window should have WS_POPUP
  style.
- Added a NULL target check to P_SpawnMissileXYZ(), A_DemonAttack1(),
  A_DemonAttack2_1(), and A_DemonAttack2_2().


SVN r384 (trunk)
This commit is contained in:
Randy Heit 2006-11-21 05:43:34 +00:00
commit 48bb782b19
8 changed files with 77 additions and 41 deletions

View file

@ -497,7 +497,7 @@ void P_SerializePolyobjs (FArchive &arc)
deltaX -= po->startSpot[0];
deltaY -= po->startSpot[1];
deltaZ -= po->startSpot[2];
PO_MovePolyobj (po->tag, deltaX, deltaY);
PO_MovePolyobj (po->tag, deltaX, deltaY, true);
}
}
}