- 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)
This commit is contained in:
Christoph Oelckers 2007-10-29 20:27:40 +00:00
commit b15767c26f
17 changed files with 149 additions and 54 deletions

View file

@ -46,6 +46,7 @@
#include "i_system.h"
#include "r_state.h"
#include "stats.h"
#include "a_sharedglobal.h"
#include "autosegs.h"
@ -507,6 +508,14 @@ void DObject::PointerSubstitution (DObject *old, DObject *notOld)
{
sectors[i].SoundTarget = static_cast<AActor *>(notOld);
}
if (sectors[i].CeilingSkyBox == old)
{
sectors[i].CeilingSkyBox = static_cast<ASkyViewpoint *>(notOld);
}
if (sectors[i].FloorSkyBox == old)
{
sectors[i].FloorSkyBox = static_cast<ASkyViewpoint *>(notOld);
}
}
}
}