- Fixed: P_StartScript was missing a NULL pointer check for the error

message. When trying to puke a script outside a map it crashed.
- Fixed: The random number generator for large numbers must mask out the
  sign bit before performing a modulo.
- Now that the conversation states are pointers there is no need to make
  AActor::ConversationAnimation virtual. No class overrides this method 
  anymore.
- Replaced AMacil1::TakeSpecialDamage with MF5_NODAMAGE.
- Fixed: AMacil2::TakeSpecialDamage and AOracle::TakeSpecialDamage didn't
  check whether inflictor was NULL and crashed when used with 'kill monsters'.
- Fixed: Some Strife decorations didn't loop their animation


SVN r113 (trunk)
This commit is contained in:
Christoph Oelckers 2006-05-13 21:22:08 +00:00
commit b97c417101
12 changed files with 27 additions and 32 deletions

View file

@ -1863,10 +1863,10 @@ void D_DoomMain (void)
// [RH] Make sure zdoom.pk3 is always loaded,
// as it contains magic stuff we need.
wad = BaseFileSearch ("zdoom.pk3", NULL, true);
wad = BaseFileSearch (BASEWAD, NULL, true);
if (wad == NULL)
{
I_FatalError ("Cannot find zdoom.pk3");
I_FatalError ("Cannot find " BASEWAD);
}
I_SetTitleString (IWADTypeNames[IdentifyVersion(wad)]);