- 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)
This commit is contained in:
parent
b37d0ba2ea
commit
4d5692bf80
10 changed files with 140 additions and 48 deletions
|
|
@ -1407,8 +1407,11 @@ bool P_LookForPlayers (AActor *actor, INTBOOL allaround)
|
|||
}
|
||||
else if (actor->flags & MF_FRIENDLY)
|
||||
{
|
||||
return P_LookForEnemies (actor, allaround);
|
||||
}
|
||||
if (!deathmatch) // [SP] If you don't see any enemies in deathmatch, look for players.
|
||||
return P_LookForEnemies (actor, allaround);
|
||||
else if ( P_LookForEnemies (actor, allaround) )
|
||||
return true;
|
||||
} // [SP] if false, and in deathmatch, intentional fall-through
|
||||
|
||||
if (!(gameinfo.gametype & (GAME_DoomStrifeChex)) &&
|
||||
!multiplayer &&
|
||||
|
|
@ -1482,6 +1485,16 @@ bool P_LookForPlayers (AActor *actor, INTBOOL allaround)
|
|||
if (!P_CheckSight (actor, player->mo, 2))
|
||||
continue; // out of sight
|
||||
|
||||
// [SP] Deathmatch fixes - if we have MF_FRIENDLY we're definitely in deathmatch
|
||||
// We're going to ignore our master, but go after his enemies.
|
||||
if ( actor->flags & MF_FRIENDLY )
|
||||
{
|
||||
if ( actor->FriendPlayer == 0 )
|
||||
continue; // I have no friends, I will ignore players.
|
||||
if ( actor->FriendPlayer == player->mo->FriendPlayer )
|
||||
continue; // This is my master.
|
||||
}
|
||||
|
||||
if (!allaround)
|
||||
{
|
||||
an = R_PointToAngle2 (actor->x,
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue