- Fixed: The sky scrolling calculations caused an integer multiplication overflow.

- Fixed: Voodoo dolls should not start ENTER scripts.
- Fixed: ActorDamage must not parse the enclosing parentheses as part of the 
  expression. That will produce an error if a flag set or clear command immediately
  follows.
- Fixed: P_DamageMobj ignored MF2_NODMGTHRUST if the damaging object had no
  owner.
- Added a 'font' parameter to A_Print.
- Changed A_CustomMeleeAttack to take one damage parameter only. Since expressions
  can be used this value is not used as a factor for a random value but as
  a direct damage value instead.
- Fixed: AActor::SetState must check whether a called action function resulted
  in the actor's destruction. A_Jump constructs to a 0-length terminating
  state will hang if this isn't checked.



SVN r329 (trunk)
This commit is contained in:
Christoph Oelckers 2006-09-17 10:43:51 +00:00
commit 782b8a3b92
12 changed files with 93 additions and 79 deletions

View file

@ -2043,38 +2043,10 @@ showme:
void DLevelScript::DoSetFont (int fontnum)
{
const char *fontname = FBehavior::StaticLookupString (fontnum);
activefont = FFont::FindFont (fontname);
activefont = V_GetFont (fontname);
if (activefont == NULL)
{
int num = Wads.CheckNumForName (fontname);
if (num != -1)
{
char head[3];
{
FWadLump lump = Wads.OpenLumpNum (num);
lump.Read (head, 3);
}
if (head[0] == 'F' && head[1] == 'O' && head[2] == 'N')
{
activefont = new FSingleLumpFont (fontname, num);
}
}
if (activefont == NULL)
{
num = TexMan.CheckForTexture (fontname, FTexture::TEX_Any);
if (num <= 0)
{
num = TexMan.AddPatch(fontname);
}
if (num > 0)
{
activefont = new FSingleLumpFont (fontname, -1);
}
else
{
activefont = SmallFont;
}
}
activefont = SmallFont;
}
if (screen != NULL)
{