- Fixed: The pointer cleanup code must also check a sector's sky box pointers.
- Fixed: Right after teleporting P_SlideMove could cause player movement. Added a check for reactiontime to prevent that. - Fixed: PainChances and Damagefactors were never freed. - Added option to A_Chase that prevents the monster from moving. - Fixed: The stained glass shards were missing the HEXENBOUNCE flag. - Added some NULL pointer checks to AActor::GiveAmmo. - Fixed: The FSwordMissile was missing the special damage handling that reduces damage when hitting a player. SVN r555 (trunk)
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17 changed files with 149 additions and 54 deletions
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@ -46,6 +46,7 @@
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#include "i_system.h"
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#include "r_state.h"
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#include "stats.h"
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#include "a_sharedglobal.h"
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#include "autosegs.h"
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@ -507,6 +508,14 @@ void DObject::PointerSubstitution (DObject *old, DObject *notOld)
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{
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sectors[i].SoundTarget = static_cast<AActor *>(notOld);
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}
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if (sectors[i].CeilingSkyBox == old)
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{
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sectors[i].CeilingSkyBox = static_cast<ASkyViewpoint *>(notOld);
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}
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if (sectors[i].FloorSkyBox == old)
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{
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sectors[i].FloorSkyBox = static_cast<ASkyViewpoint *>(notOld);
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}
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}
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}
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}
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