- 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

@ -2151,6 +2151,9 @@ void P_SlideMove (AActor *mo, fixed_t tryx, fixed_t tryy, int numsteps)
slidemo = mo;
hitcount = 3;
if (mo->player && mo->reactiontime > 0)
return; // player coming right out of a teleporter.
retry:
if (!--hitcount)