- Added Martin Howe's morph system update.

- Added support for defining composite textures in HIRESTEX. It is not fully tested
  and right now can't do much more than the old TEXTUREx method.
- Added a few NULL pointer checks to the texture code.
- Made duplicate class names in DECORATE non-fatal. There is really no stability
  concern here and the worst that can happen is that the wrong actor is spawned.
  This was a constant hassle when testing with WADs that contain duplicate resources.


SVN r905 (trunk)
This commit is contained in:
Christoph Oelckers 2008-04-12 15:31:18 +00:00
commit 6b2a7b8b03
19 changed files with 277 additions and 47 deletions

View file

@ -1755,12 +1755,16 @@ void APowerMorph::InitEffect( )
const PClass *morph_flash = PClass::FindClass (MorphFlash);
const PClass *unmorph_flash = PClass::FindClass (UnMorphFlash);
const PClass *player_class = PClass::FindClass (PlayerClass);
if (P_MorphPlayer(realplayer, player_class, -1/*INDEFINITELY*/, MorphStyle, morph_flash, unmorph_flash))
if (P_MorphPlayer(realplayer, realplayer, player_class, -1/*INDEFINITELY*/, MorphStyle, morph_flash, unmorph_flash))
{
Owner = realplayer->mo; // Replace the new owner in our owner; safe because we are not attached to anything yet
ItemFlags |= IF_CREATECOPYMOVED; // Let the caller know the "real" owner has changed (to the morphed actor)
player = realplayer; // Store the player identity (morphing clears the unmorphed actor's "player" field)
}
else // morph failed - give the caller an opportunity to fail the pickup completely
{
ItemFlags |= IF_INITEFFECTFAILED; // Let the caller know that the activation failed (can fail the pickup if appropriate)
}
}
}