- Fixed: A_JumpIfTargetInLOS had inconsistent parameter definitions.
SVN r660 (trunk)
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dc98279403
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8be8c48585
2 changed files with 7 additions and 4 deletions
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@ -2118,7 +2118,7 @@ void A_ClearTarget(AActor * self)
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//==========================================================================
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//
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// A_JumpIfTargetInLOS (fixed fov, state label)
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// A_JumpIfTargetInLOS (state label, optional fixed fov)
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// Jumps if the actor can see its target, or if the player has a linetarget.
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//
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//==========================================================================
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@ -2128,7 +2128,7 @@ void A_JumpIfTargetInLOS(AActor * self)
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FState * CallingState;
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int index = CheckIndex(2, &CallingState);
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angle_t an;
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angle_t fov = angle_t(EvalExpressionF (StateParameters[index], self) * FRACUNIT);
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angle_t fov = angle_t(EvalExpressionF (StateParameters[index+1], self) * FRACUNIT);
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AActor * target;
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if (pStateCall != NULL) pStateCall->Result=false; // Jumps should never set the result for inventory state chains!
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@ -2165,7 +2165,7 @@ void A_JumpIfTargetInLOS(AActor * self)
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// No target - return
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if (target==NULL) return;
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DoJump(self, CallingState, StateParameters[index+1]);
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DoJump(self, CallingState, StateParameters[index]);
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}
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// [KS] *** End of my modifications ***
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