Merge commit '3849cb8623' into scripting
Conflicts: src/g_hexen/a_clericstaff.cpp src/g_hexen/a_hexenspecialdecs.cpp src/p_acs.cpp src/p_enemy.cpp src/p_interaction.cpp src/thingdef/thingdef_codeptr.cpp src/thingdef/thingdef_expression.cpp (Scripting branch update part 4)
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commit
792cad89b3
184 changed files with 12699 additions and 18900 deletions
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@ -44,6 +44,7 @@
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#include "thingdef/thingdef.h"
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#include "d_dehacked.h"
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#include "g_level.h"
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#include "r_data/r_translate.h"
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#include "teaminfo.h"
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#include "gi.h"
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@ -2627,7 +2628,7 @@ static bool P_CheckForResurrection(AActor *self, bool usevilestates)
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S_Sound(corpsehit, CHAN_BODY, "vile/raise", 1, ATTN_IDLE);
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info = corpsehit->GetDefault();
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if (corpsehit->state == corpsehit->FindState(NAME_GenericCrush))
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if (GetTranslationType(corpsehit->Translation) == TRANSLATION_Blood)
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{
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corpsehit->Translation = info->Translation; // Clean up bloodcolor translation from crushed corpses
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}
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@ -2775,7 +2776,7 @@ void A_Face (AActor *self, AActor *other, angle_t max_turn, angle_t max_pitch, a
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// 0 means no limit. Also, if we turn in a single step anyways, no need to go through the algorithms.
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// It also means that there is no need to check for going past the other.
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if (max_turn && (max_turn < (angle_t)abs(self->angle - other_angle)))
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if (max_turn && (max_turn < absangle(self->angle - other_angle)))
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{
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if (self->angle > other_angle)
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{
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@ -3250,9 +3251,6 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Die)
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PARAM_ACTION_PROLOGUE;
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PARAM_NAME_OPT (damagetype) { damagetype = NAME_None; }
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if (self->flags & MF_MISSILE)
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P_ExplodeMissile(self, NULL, NULL);
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else
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P_DamageMobj(self, NULL, NULL, self->health, damagetype, DMG_FORCED);
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return 0;
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}
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