- Fixed: Tne Imp's raise state sequence was wrong due to a typo.
- Fixed: The shotgun had spawn ID 21 instead of 27. - Fixed: All 3 states in the DoomUnusedStates actor need to end with a 'stop'. - Fixed: The DECORATE TakeInventory functions didn't check the IF_KEEPDEPLETED flag. - Fixed: ClearInventory should leave ammo in the inventory because it might be referenced by undroppable weapons. - Fixed: Several functions in a_artifacts.cpp were missing a check for a valid owner. - Fixed: sc_man counted lines wrong when ungetting strings but getting tokens next. SVN r552 (trunk)
This commit is contained in:
parent
e016a66dc0
commit
90db40c70f
8 changed files with 59 additions and 9 deletions
|
|
@ -152,7 +152,7 @@ void APowerup::InitEffect ()
|
|||
|
||||
void APowerup::DoEffect ()
|
||||
{
|
||||
if (Owner == NULL)
|
||||
if (Owner == NULL || Owner->player == NULL)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
|
@ -1189,6 +1189,9 @@ fixed_t APowerSpeed ::GetSpeedFactor ()
|
|||
void APowerSpeed::DoEffect ()
|
||||
{
|
||||
Super::DoEffect ();
|
||||
|
||||
if (Owner == NULL || Owner->player == NULL)
|
||||
return;
|
||||
|
||||
if (Owner->player->cheats & CF_PREDICTING)
|
||||
return;
|
||||
|
|
@ -1308,8 +1311,11 @@ void APowerTargeter::PositionAccuracy ()
|
|||
{
|
||||
player_t *player = Owner->player;
|
||||
|
||||
player->psprites[ps_targetleft].sx = (160-3)*FRACUNIT - ((100 - player->accuracy) << FRACBITS);
|
||||
player->psprites[ps_targetright].sx = (160-3)*FRACUNIT + ((100 - player->accuracy) << FRACBITS);
|
||||
if (player != NULL)
|
||||
{
|
||||
player->psprites[ps_targetleft].sx = (160-3)*FRACUNIT - ((100 - player->accuracy) << FRACBITS);
|
||||
player->psprites[ps_targetright].sx = (160-3)*FRACUNIT + ((100 - player->accuracy) << FRACBITS);
|
||||
}
|
||||
}
|
||||
|
||||
// Frightener Powerup --------------------------------
|
||||
|
|
@ -1370,6 +1376,9 @@ void APowerTimeFreezer::InitEffect( )
|
|||
{
|
||||
int ulIdx;
|
||||
|
||||
if (Owner== NULL || Owner->player == NULL)
|
||||
return;
|
||||
|
||||
// When this powerup is in effect, pause the music.
|
||||
S_PauseSound( false );
|
||||
|
||||
|
|
@ -1570,6 +1579,9 @@ END_DEFAULTS
|
|||
|
||||
void APowerDrain::InitEffect( )
|
||||
{
|
||||
if (Owner== NULL || Owner->player == NULL)
|
||||
return;
|
||||
|
||||
// Give the player the power to drain life from opponents when he damages them.
|
||||
Owner->player->cheats |= CF_DRAIN;
|
||||
}
|
||||
|
|
@ -1605,6 +1617,9 @@ END_DEFAULTS
|
|||
|
||||
void APowerRegeneration::InitEffect( )
|
||||
{
|
||||
if (Owner== NULL || Owner->player == NULL)
|
||||
return;
|
||||
|
||||
// Give the player the power to regnerate lost life.
|
||||
Owner->player->cheats |= CF_REGENERATION;
|
||||
}
|
||||
|
|
@ -1638,6 +1653,9 @@ END_DEFAULTS
|
|||
|
||||
void APowerHighJump::InitEffect( )
|
||||
{
|
||||
if (Owner== NULL || Owner->player == NULL)
|
||||
return;
|
||||
|
||||
// Give the player the power to jump much higher.
|
||||
Owner->player->cheats |= CF_HIGHJUMP;
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue