- 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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@ -685,7 +685,7 @@ AFuncDesc AFTable[]=
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FUNC(A_SpawnItem, "Mxxyx" )
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FUNC(A_ThrowGrenade, "Mxxxy" )
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FUNC(A_SelectWeapon, "M")
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FUNC(A_Print, "T")
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FUNC(A_Print, "Txt")
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FUNC(A_SetTranslucent, "Xx")
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FUNC(A_FadeIn, "x")
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FUNC(A_FadeOut, "x")
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@ -712,7 +712,7 @@ AFuncDesc AFTable[]=
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FUNC(A_GiveToTarget, "Mx" )
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FUNC(A_TakeFromTarget, "Mx" )
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FUNC(A_CountdownArg, "X")
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FUNC(A_CustomMeleeAttack, "XXXsty" )
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FUNC(A_CustomMeleeAttack, "Xsty" )
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FUNC(A_Burst, "M")
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FUNC(A_RadiusThrust, "xxy")
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{"A_Explode", A_ExplodeParms, "xxy" },
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@ -2414,8 +2414,8 @@ static void ActorDamage (AActor *defaults, Baggage &bag)
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if (SC_CheckString ("("))
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{
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SC_UnGet();
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defaults->Damage = 0x40000000 | ParseExpression (false);
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SC_MustGetStringName(")");
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}
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else
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{
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