- 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)
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12 changed files with 93 additions and 79 deletions
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@ -2043,38 +2043,10 @@ showme:
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void DLevelScript::DoSetFont (int fontnum)
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{
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const char *fontname = FBehavior::StaticLookupString (fontnum);
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activefont = FFont::FindFont (fontname);
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activefont = V_GetFont (fontname);
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if (activefont == NULL)
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{
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int num = Wads.CheckNumForName (fontname);
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if (num != -1)
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{
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char head[3];
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{
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FWadLump lump = Wads.OpenLumpNum (num);
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lump.Read (head, 3);
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}
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if (head[0] == 'F' && head[1] == 'O' && head[2] == 'N')
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{
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activefont = new FSingleLumpFont (fontname, num);
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}
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}
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if (activefont == NULL)
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{
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num = TexMan.CheckForTexture (fontname, FTexture::TEX_Any);
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if (num <= 0)
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{
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num = TexMan.AddPatch(fontname);
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}
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if (num > 0)
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{
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activefont = new FSingleLumpFont (fontname, -1);
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}
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else
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{
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activefont = SmallFont;
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}
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}
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activefont = SmallFont;
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}
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if (screen != NULL)
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{
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