- 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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3b477d7022
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17 changed files with 149 additions and 54 deletions
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@ -838,15 +838,22 @@ AInventory *AActor::GiveInventoryType (const PClass *type)
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bool AActor::GiveAmmo (const PClass *type, int amount)
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{
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AInventory *item = static_cast<AInventory *>(Spawn (type, 0, 0, 0, NO_REPLACE));
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item->Amount = amount;
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item->flags |= MF_DROPPED;
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if (!item->TryPickup (this))
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if (type != NULL)
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{
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item->Destroy ();
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return false;
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AInventory *item = static_cast<AInventory *>(Spawn (type, 0, 0, 0, NO_REPLACE));
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if (item)
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{
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item->Amount = amount;
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item->flags |= MF_DROPPED;
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if (!item->TryPickup (this))
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{
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item->Destroy ();
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return false;
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}
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return true;
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}
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}
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return true;
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return false;
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}
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//============================================================================
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