- 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)
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6 changed files with 27 additions and 10 deletions
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@ -2102,7 +2102,7 @@ void G_FinishTravel ()
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// The player being spawned here is a short lived dummy and
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// must not start any ENTER script or big problems will happen.
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P_SpawnPlayer (&playerstarts[pawn->player - players], false);
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P_SpawnPlayer (&playerstarts[pawn->player - players], true);
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pawndup = pawn->player->mo;
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if (!startkeepfacing)
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