- Fixed: A_SpawnItem() should use CopyFriendliness().
- Fixed: AExplosiveBarrel should have MF2_MCROSS set. - Fixed: Passing 0 numrays to A_BFGSpray should default to 40. - Fixed: New A_JumpIfCloser() function. - Future-proofing: thingdef.cpp/FindState() allows the 2.1 names for SwitchingDecorations. - Fixed: ASwitchingDecoration declared itself as deriving from AActor instead of ASwitchableDecoration. - Fixed: AWeaponHolder::Serialize() did not call its supermethod. SVN r19 (trunk)
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8 changed files with 44 additions and 28 deletions
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@ -62,6 +62,7 @@
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#include "v_palette.h"
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#include "doomerrors.h"
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#include "a_doomglobal.h"
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#include "a_hexenglobal.h"
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#include "a_weaponpiece.h"
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#include "p_conversation.h"
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@ -625,7 +626,7 @@ AFuncDesc AFTable[]=
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FUNC(A_StopSound, NULL )
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FUNC(A_SeekerMissile, "XX" )
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FUNC(A_Jump, "XL" )
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FUNC(A_CustomMissile, "MXXxxx" )
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FUNC(A_CustomMissile, "MXXxxxx" )
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FUNC(A_CustomBulletAttack, "XXXXmx" )
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FUNC(A_CustomRailgun, "Xxccxxx" )
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FUNC(A_JumpIfHealthLower, "XL" )
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@ -1128,7 +1129,7 @@ FState ** FindState(AActor * actor, const TypeInfo * type, const char * name)
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return (&static_cast<AWeapon*>(actor)->UpState)+i;
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}
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}
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if (type->IsDescendantOf (RUNTIME_CLASS(ACustomInventory)))
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else if (type->IsDescendantOf (RUNTIME_CLASS(ACustomInventory)))
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{
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for(i=0;inventory_statenames[i];i++)
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{
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@ -1136,7 +1137,13 @@ FState ** FindState(AActor * actor, const TypeInfo * type, const char * name)
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return (&static_cast<ACustomInventory*>(actor)->UseState)+i;
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}
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}
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return NULL;
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else if (type->IsDescendantOf (RUNTIME_CLASS(ASwitchableDecoration)))
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{
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// These are the names that 2.1.0 will use
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if (!stricmp(name, "ACTIVE")) return &actor->SeeState;
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if (!stricmp(name, "INACTIVE")) return &actor->MeleeState;
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}
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return NULL;
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}
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