- Fixed: V_BreakLines() failed to produce output for the final line if it was

only one character long.
- Fixed: When players respawned in multiplayer, scripts that started on their
  old body kept executing on that body instead of being transferred to the new
  one. I'm doing this with general pointer substitution now, so everything
  that pointed to the old body will use the new one; not sure if that's best,
  or if it should applied exclusively to scripts, though.
- Fixed: Hexen's delay ACS command actually waited one extra tic. Now if
  you're playing Hexen and an old-style ACS script delays it will wait one
  extra tic in ZDoom as well.
- Fixed: When G_FinishTravel() created a temporary player, P_SpawnPlayer()
  thought the old player actor was a voodoo doll and stopped its scripts
  and moved its inventory.


SVN r347 (trunk)
This commit is contained in:
Randy Heit 2006-10-03 03:14:28 +00:00
commit 65bb04b7e8
6 changed files with 27 additions and 10 deletions

View file

@ -2102,7 +2102,7 @@ void G_FinishTravel ()
// The player being spawned here is a short lived dummy and
// must not start any ENTER script or big problems will happen.
P_SpawnPlayer (&playerstarts[pawn->player - players], false);
P_SpawnPlayer (&playerstarts[pawn->player - players], true);
pawndup = pawn->player->mo;
if (!startkeepfacing)