- Fixed: Morphed pig and chicken players made normal human *usefail sounds.
- G_DoSaveGame() now receives the filename and description from its arguments rather than global variables, so autosaves and manual saves can be done in close proximity to each other without overwriting the parameters for one of them. - Fixed potential buffer overrun in G_SaveGame() and added a check so that you can't interfere with saves that are still pending. - Fixed: P_LineAttack() creates temporary puffs to get damage types, but this had the side effect of creating particles for the puff. - Fixed: The Heretic status bar tried to use the graphic "SELECTBOX" for the inventory selector. The correct name is "SELECTBO". - Fixed: Using allowrespawn for a single-player map would fire off enter scripts instead of respawn script because the player wasn't assigned the state PST_REBORN. - Fixed: P_CheckMissileSpawn() now passes the BlockingMobj to P_ExplodeMissile() so that it can select the appropriate death state. - Added the manifest to MinGW-compiled builds of updaterevision so you can build under Vista with MinGW without needing administrative privileges. (But I still want to know why Vista thinks it needs elevated privileges without a manifest telling it otherwise.) - Using four 0xFF bytes for the final note of an IMF song should signal the end of the song. SVN r733 (trunk)
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15 changed files with 120 additions and 67 deletions
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@ -2929,7 +2929,7 @@ void P_LineAttack (AActor *t1, angle_t angle, fixed_t distance,
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{
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// Since the puff is the damage inflictor we need it here
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// regardless of whether it is displayed or not.
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puff = P_SpawnPuff (pufftype, hitx, hity, hitz, angle - ANG180, 2, true);
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puff = P_SpawnPuff (pufftype, hitx, hity, hitz, angle - ANG180, 2, true, true);
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killPuff = true;
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}
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P_DamageMobj (trace.Actor, puff ? puff : t1, t1, damage, damageType, flags);
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@ -2940,7 +2940,7 @@ void P_LineAttack (AActor *t1, angle_t angle, fixed_t distance,
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if (puff == NULL)
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{ // Spawn puff just to get a mass for the splash
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puff = P_SpawnPuff (pufftype, hitx, hity, hitz, angle - ANG180, 2, true);
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puff = P_SpawnPuff (pufftype, hitx, hity, hitz, angle - ANG180, 2, true, true);
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killPuff = true;
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}
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SpawnDeepSplash (t1, trace, puff, vx, vy, vz);
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