Merge branch 'master' into scripting

Conflicts:
	src/actor.h
	src/g_hexen/a_clericstaff.cpp
	src/p_enemy.cpp
	src/p_interaction.cpp
	src/p_local.h
	src/p_mobj.cpp
	src/thingdef/thingdef_codeptr.cpp
This commit is contained in:
Christoph Oelckers 2016-01-17 20:57:55 +01:00
commit bf747075e8
179 changed files with 10280 additions and 4787 deletions

View file

@ -1117,7 +1117,7 @@ void P_StartConversation (AActor *npc, AActor *pc, bool facetalker, bool saveang
if (facetalker)
{
A_FaceTarget (npc);
pc->angle = R_PointToAngle2 (pc->x, pc->y, npc->x, npc->y);
pc->angle = pc->AngleTo(npc);
}
if ((npc->flags & MF_FRIENDLY) || (npc->flags4 & MF4_NOHATEPLAYERS))
{
@ -1345,12 +1345,14 @@ static void HandleReply(player_t *player, bool isconsole, int nodenum, int reply
if (reply->NextNode != 0)
{
int rootnode = npc->ConversationRoot;
if (reply->NextNode < 0)
unsigned next = (unsigned)(rootnode + (reply->NextNode < 0 ? -1 : 1) * reply->NextNode - 1);
if (next < StrifeDialogues.Size())
{
unsigned next = (unsigned)(rootnode - reply->NextNode - 1);
if (gameaction != ga_slideshow && next < StrifeDialogues.Size())
npc->Conversation = StrifeDialogues[next];
if (gameaction != ga_slideshow)
{
npc->Conversation = StrifeDialogues[next];
P_StartConversation (npc, player->mo, player->ConversationFaceTalker, false);
return;
}
@ -1359,10 +1361,6 @@ static void HandleReply(player_t *player, bool isconsole, int nodenum, int reply
S_StopSound (npc, CHAN_VOICE);
}
}
else
{
npc->Conversation = StrifeDialogues[rootnode + reply->NextNode - 1];
}
}
npc->angle = player->ConversationNPCAngle;