- 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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@ -844,17 +844,20 @@ bool APlayerPawn::UpdateWaterLevel (fixed_t oldz, bool splash)
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{
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int oldlevel = waterlevel;
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bool retval = Super::UpdateWaterLevel (oldz, splash);
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if (oldlevel < 3 && waterlevel == 3)
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{ // Our head just went under.
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S_Sound (this, CHAN_VOICE, "*dive", 1, ATTN_NORM);
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}
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else if (oldlevel == 3 && waterlevel < 3)
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{ // Our head just came up.
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if (player->air_finished > level.time)
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{ // We hadn't run out of air yet.
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S_Sound (this, CHAN_VOICE, "*surface", 1, ATTN_NORM);
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if (player != NULL)
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{
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if (oldlevel < 3 && waterlevel == 3)
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{ // Our head just went under.
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S_Sound (this, CHAN_VOICE, "*dive", 1, ATTN_NORM);
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}
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else if (oldlevel == 3 && waterlevel < 3)
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{ // Our head just came up.
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if (player->air_finished > level.time)
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{ // We hadn't run out of air yet.
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S_Sound (this, CHAN_VOICE, "*surface", 1, ATTN_NORM);
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}
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// If we were running out of air, then ResetAirSupply() will play *gasp.
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}
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// If we were running out of air, then ResetAirSupply() will play *gasp.
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}
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return retval;
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}
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