- 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:
Christoph Oelckers 2007-10-05 08:04:38 +00:00
commit 90db40c70f
8 changed files with 59 additions and 9 deletions

View file

@ -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;
}