- 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)
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19 changed files with 277 additions and 47 deletions
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@ -1755,12 +1755,16 @@ void APowerMorph::InitEffect( )
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const PClass *morph_flash = PClass::FindClass (MorphFlash);
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const PClass *unmorph_flash = PClass::FindClass (UnMorphFlash);
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const PClass *player_class = PClass::FindClass (PlayerClass);
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if (P_MorphPlayer(realplayer, player_class, -1/*INDEFINITELY*/, MorphStyle, morph_flash, unmorph_flash))
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if (P_MorphPlayer(realplayer, realplayer, player_class, -1/*INDEFINITELY*/, MorphStyle, morph_flash, unmorph_flash))
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{
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Owner = realplayer->mo; // Replace the new owner in our owner; safe because we are not attached to anything yet
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ItemFlags |= IF_CREATECOPYMOVED; // Let the caller know the "real" owner has changed (to the morphed actor)
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player = realplayer; // Store the player identity (morphing clears the unmorphed actor's "player" field)
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}
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else // morph failed - give the caller an opportunity to fail the pickup completely
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{
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ItemFlags |= IF_INITEFFECTFAILED; // Let the caller know that the activation failed (can fail the pickup if appropriate)
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}
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}
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}
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