- Fixed: Doom's fullscreen HUD was limited to 6 keys.
- Made 'next endgame' work again for cases where it is supposed to be the same as 'next endgame4'. - GCC nitpick fix: Classes being used as template parameters may not be defined locally in a function. Fixed FWadFile::SetNamespace for that. - Improved error reporting for incorrect textures in maps. - Fixed: When music was stopped this was not set in the global music state. - Fixed: Friendly monsters did not target enemy players in deathmatch. SVN r1567 (trunk)
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parent
b37d0ba2ea
commit
4d5692bf80
10 changed files with 140 additions and 48 deletions
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@ -760,15 +760,20 @@ void FMapInfoParser::ParseNextMap(char *mapname)
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}
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else
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{
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sc.MustGetString();
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sc.MustGetString();
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if (sc.Compare("endgame"))
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{
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if (!sc.CheckString("{"))
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{
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// Make Demon Eclipse work again
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sc.UnGet();
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goto standard_endgame;
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}
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newSeq.Advanced = true;
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newSeq.EndType = END_Pic1;
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newSeq.PlayTheEnd = false;
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newSeq.MusicLooping = true;
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sc.MustGetStringName("{");
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while (!sc.CheckString("}"))
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{
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sc.MustGetString();
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@ -843,6 +848,7 @@ void FMapInfoParser::ParseNextMap(char *mapname)
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case 'C': type = END_Cast; break;
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case 'W': type = END_Underwater; break;
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case 'S': type = END_Strife; break;
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standard_endgame:
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default: type = END_Pic3; break;
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}
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newSeq.EndType = type;
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