- 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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@ -909,7 +909,7 @@ void P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage
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// (i.e. Guantlets/Chainsaw)
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if (inflictor && inflictor != target // [RH] Not if hurting own self
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&& !(target->flags & MF_NOCLIP)
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&& (!source || !source->player || !(inflictor->flags2 & MF2_NODMGTHRUST)))
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&& !(inflictor->flags2 & MF2_NODMGTHRUST))
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{
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int kickback;
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