- 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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@ -21,7 +21,7 @@ static FRandom pr_morphmonst ("MorphMonster");
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//
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//---------------------------------------------------------------------------
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bool P_MorphPlayer (player_t *p, const PClass *spawntype, int duration, int style, const PClass *enter_flash, const PClass *exit_flash)
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bool P_MorphPlayer (player_t *activator, player_t *p, const PClass *spawntype, int duration, int style, const PClass *enter_flash, const PClass *exit_flash)
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{
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AInventory *item;
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APlayerPawn *morphed;
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@ -36,8 +36,8 @@ bool P_MorphPlayer (player_t *p, const PClass *spawntype, int duration, int styl
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{
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return false;
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}
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if (p->mo->flags2 & MF2_INVULNERABLE)
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{ // Immune when invulnerable
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if ((p->mo->flags2 & MF2_INVULNERABLE) && ((p != activator) || (!(style & MORPH_WHENINVULNERABLE))))
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{ // Immune when invulnerable unless this is a power we activated
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return false;
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}
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if (p->morphTics)
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@ -402,7 +402,7 @@ int AMorphProjectile::DoSpecialDamage (AActor *target, int damage)
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if (target->player)
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{
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const PClass *player_class = PClass::FindClass (PlayerClass);
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P_MorphPlayer (target->player, player_class, Duration, MorphStyle, morph_flash, unmorph_flash);
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P_MorphPlayer (NULL, target->player, player_class, Duration, MorphStyle, morph_flash, unmorph_flash);
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}
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else
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{
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