- 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

@ -838,15 +838,22 @@ AInventory *AActor::GiveInventoryType (const PClass *type)
bool AActor::GiveAmmo (const PClass *type, int amount)
{
AInventory *item = static_cast<AInventory *>(Spawn (type, 0, 0, 0, NO_REPLACE));
item->Amount = amount;
item->flags |= MF_DROPPED;
if (!item->TryPickup (this))
if (type != NULL)
{
item->Destroy ();
return false;
AInventory *item = static_cast<AInventory *>(Spawn (type, 0, 0, 0, NO_REPLACE));
if (item)
{
item->Amount = amount;
item->flags |= MF_DROPPED;
if (!item->TryPickup (this))
{
item->Destroy ();
return false;
}
return true;
}
}
return true;
return false;
}
//============================================================================