- 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:
parent
b85806901d
commit
65bb04b7e8
6 changed files with 27 additions and 10 deletions
|
|
@ -406,7 +406,7 @@ FBrokenLines *V_BreakLines (FFont *font, int maxwidth, const BYTE *string)
|
|||
}
|
||||
|
||||
// String here is pointing one character after the '\0'
|
||||
if (i < 128 && --string - start > 1)
|
||||
if (i < 128 && --string - start >= 1)
|
||||
{
|
||||
const BYTE *s = start;
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue