- Removed my "backwards compatibility fix" for APROP_Speed. It turns out that
in all the public versions where monster speed is not fixed point, you couldn't modify the monster's speed due to a bug in P_Move() anyway. So there's nothing to be backward compatible with. SVN r190 (trunk)
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4 changed files with 13 additions and 10 deletions
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@ -2004,10 +2004,6 @@ void DLevelScript::DoSetActorProperty (AActor *actor, int property, int value)
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break;
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case APROP_Speed:
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if (abs(value) < 128)
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{ // Backwards compatibility: Older ZDooms didn't use fixed point in A_Chase.
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value <<= FRACBITS;
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}
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actor->Speed = value;
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break;
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