- 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)
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8 changed files with 77 additions and 41 deletions
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@ -497,7 +497,7 @@ void P_SerializePolyobjs (FArchive &arc)
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deltaX -= po->startSpot[0];
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deltaY -= po->startSpot[1];
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deltaZ -= po->startSpot[2];
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PO_MovePolyobj (po->tag, deltaX, deltaY);
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PO_MovePolyobj (po->tag, deltaX, deltaY, true);
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}
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}
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}
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