- Fixed: The check for no skill menu was incorrect when a custom player

class menu was present so instead of starting the game specific skill menu
  it always started Hexen's.
- Fixed: When a non-player tried to play a player sound it tried to access 
  the actor object as an APlayerPawn.
- Changed PlayAttacking2 to always use the melee state instead of different
  implementations per player and hard coding it to MissileState+1. Also
  changed PlayAttacking for the HereticPlayer to use the same animation as
  PlayAttacking2. Now the special handling for Heretic in the FireWeapon
  functions can be removed.

For R258:

- Fixed: PlayerStartItem created a duplicate of the item's class name before
  converting it into an FName.
- Removed game check for Doom from P_BloodSplatter. The BloodSplatter actor
  is compatible with all games now so the explicit handling is no longer needed.
- Moved replacement handling back into AActor::StaticSpawn but controlled
  by a (mandatory) parameter. Also added replacement to most other
  instances in the game where non-inventory items are spawned. Replacement is safe 
  nearly everywhere except for inventory related spawns.
- Fixed: Due to the player class inclusion A_NoBlocking never called
  NoBlockingSet for monsters.
- Changed: Sounds can be specified by full path now in SNDINFO and S_SKIN.


SVN r259 (trunk)
This commit is contained in:
Christoph Oelckers 2006-07-16 10:23:14 +00:00
commit 93cd78ebfb
15 changed files with 31 additions and 47 deletions

View file

@ -269,14 +269,7 @@ void P_FireWeapon (player_t *player)
return;
}
if (gameinfo.gametype == GAME_Heretic)
{
player->mo->PlayAttacking2 ();
}
else
{
player->mo->PlayAttacking ();
}
player->mo->PlayAttacking ();
weapon->bAltFire = false;
P_SetPsprite (player, ps_weapon,
player->refire ? weapon->GetHoldAtkState() : weapon->GetAtkState());
@ -309,14 +302,7 @@ void P_FireWeaponAlt (player_t *player)
return;
}
if (gameinfo.gametype == GAME_Heretic)
{
player->mo->PlayAttacking2 ();
}
else
{
player->mo->PlayAttacking ();
}
player->mo->PlayAttacking ();
weapon->bAltFire = true;
P_SetPsprite (player, ps_weapon,
player->refire ? weapon->AltHoldAtkState : weapon->AltAtkState);