- Fixed: DCajunMaster::End was missing a write barrier for getspawned. The
same problem in D_DoomMain. - Made bglobal a pointer because it was causing problems with the garbage collector. SVN r859 (trunk)
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22 changed files with 131 additions and 97 deletions
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@ -63,7 +63,7 @@ static bool PTR_Reachable (intercept_t *in)
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fixed_t ceilingheight = s->ceilingplane.ZatPoint (hitx, hity);
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fixed_t floorheight = s->floorplane.ZatPoint (hitx, hity);
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if (!bglobal.IsDangerous (s) && //Any nukage/lava?
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if (!bglobal->IsDangerous (s) && //Any nukage/lava?
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(floorheight <= (last_z+MAXMOVEHEIGHT)
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&& ((ceilingheight == floorheight && line->special)
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|| (ceilingheight - floorheight) >= looker->height))) //Does it fit?
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@ -369,7 +369,7 @@ AActor *DCajunMaster::Choose_Mate (AActor *bot)
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//Make a introducing to mate.
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if(target && target!=bot->player->last_mate)
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{
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if((P_Random()%(200*bglobal.botnum))<3)
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if((P_Random()%(200*bglobal->botnum))<3)
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{
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bot->player->chat = c_teamup;
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if(target->bot)
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@ -527,7 +527,7 @@ angle_t DCajunMaster::FireRox (AActor *bot, AActor *enemy, ticcmd_t *cmd)
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bot->y + FixedMul(bot->momy, 5*FRACUNIT),
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bot->z + (bot->height / 2), 2);
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actor = bglobal.body2;
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actor = bglobal->body2;
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dist = P_AproxDistance (actor->x-enemy->x, actor->y-enemy->y);
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if (dist < SAFE_SELF_MISDIST)
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@ -537,15 +537,15 @@ angle_t DCajunMaster::FireRox (AActor *bot, AActor *enemy, ticcmd_t *cmd)
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SetBodyAt (enemy->x + FixedMul (enemy->momx, (m+2*FRACUNIT)),
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enemy->y + FixedMul(enemy->momy, (m+2*FRACUNIT)), ONFLOORZ, 1);
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dist = P_AproxDistance(actor->x-bglobal.body1->x, actor->y-bglobal.body1->y);
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dist = P_AproxDistance(actor->x-bglobal->body1->x, actor->y-bglobal->body1->y);
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//try the predicted location
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if (P_CheckSight (actor, bglobal.body1, 1)) //See the predicted location, so give a test missile
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if (P_CheckSight (actor, bglobal->body1, 1)) //See the predicted location, so give a test missile
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{
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if (SafeCheckPosition (bot, actor->x, actor->y))
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{
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if (FakeFire (actor, bglobal.body1, cmd) >= SAFE_SELF_MISDIST)
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if (FakeFire (actor, bglobal->body1, cmd) >= SAFE_SELF_MISDIST)
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{
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ang = R_PointToAngle2 (actor->x, actor->y, bglobal.body1->x, bglobal.body1->y);
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ang = R_PointToAngle2 (actor->x, actor->y, bglobal->body1->x, bglobal->body1->y);
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return ang;
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}
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}
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