- Fixed: There was no working means to pass 'no state' to A_Chase.
Now 0 or an empty string will do that. - Copied the empty string fix for SC_CheckNumber to SC_CheckFloat. SVN r591 (trunk)
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5 changed files with 27 additions and 7 deletions
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@ -2286,8 +2286,8 @@ void A_Chase (AActor *actor)
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int flags = EvalExpressionI (StateParameters[index+2], actor);
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if (flags & CHF_RESURRECT && P_CheckForResurrection(actor, false)) return;
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FState *melee = StateParameters[index]==0? NULL : P_GetState(actor, CallingState, StateParameters[index]);
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FState *missile = StateParameters[index+1]==0? NULL : P_GetState(actor, CallingState, StateParameters[index+1]);
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FState *melee = P_GetState(actor, CallingState, StateParameters[index]);
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FState *missile = P_GetState(actor, CallingState, StateParameters[index+1]);
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A_DoChase(actor, !!(flags&CHF_FASTCHASE), melee, missile, !(flags&CHF_NOPLAYACTIVE),
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!!(flags&CHF_NIGHTMAREFAST), !!(flags&CHF_DONTMOVE));
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