- 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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@ -563,6 +563,9 @@ bool AActor::SetState (FState *newstate)
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CallingState = newstate;
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newstate->GetAction() (this);
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// Check whether the called action function resulted in destroying the actor
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if (ObjectFlags & OF_MassDestruction) return false;
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}
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newstate = newstate->GetNextState();
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} while (tics == 0);
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@ -3437,6 +3440,7 @@ void P_SpawnPlayer (mapthing2_t *mthing, bool startenterscripts)
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{
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// Move the voodoo doll's inventory to the new player.
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mobj->ObtainInventory (oldactor);
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FBehavior::StaticStopMyScripts (oldactor); // cancel all ENTER/RESPAWN scripts for the voodoo doll
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}
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// [GRB] Reset skin
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