- 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

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