- Changed D3DFB to explicitly request double buffering instead of assuming
that the drivers will treat a BackBufferCount of 0 as a request for double buffering. - Fixed: Unsetting a cvar did not remove it from the list of tab completions. - Added "" as a synonym for "nullimage" in SBARINFO. - Fixed: MAKESAVESIG's stringifier in version.h did not work as expected. It stringified the passed macro name, not the value of the macro. - Moved DCajunMaster off the DObject hierarchy. - Changed DCajunMaster::getspawned into a TArray of FStrings. It was mysteriously being left pointing to uninitialized memory during the final GC at exit and crashing. - Fixed: The code that removed hexdd.wad from the list of IWADs when hexen.wad was not present did not work. SVN r861 (trunk)
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31 changed files with 17388 additions and 17388 deletions
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@ -561,10 +561,10 @@ void AActor::Die (AActor *source, AActor *inflictor)
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player->respawn_time = level.time + TICRATE;
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//Added by MC: Respawn bots
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if (bglobal->botnum && consoleplayer == Net_Arbitrator && !demoplayback)
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if (bglobal.botnum && consoleplayer == Net_Arbitrator && !demoplayback)
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{
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if (player->isbot)
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player->t_respawn = (pr_botrespawn()%15)+((bglobal->botnum-1)*2)+TICRATE+1;
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player->t_respawn = (pr_botrespawn()%15)+((bglobal.botnum-1)*2)+TICRATE+1;
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//Added by MC: Discard enemies.
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for (int i = 0; i < MAXPLAYERS; i++)
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