- Fixed: SDL builds did not shutdown the sound system at exit.
- Fixed: ThingCountSector and ThingCountNameSector did not remove enough entries from the stack, and did not put the result in the right slot. - Fixed: Teleport lines were prioritized over secret lines when deciding what color to draw them on the automap. - Fixed: Death-reverting morphs did not remove the morph item from the player's inventory when death caused the morph to revert. - Updated fmod_wrap.h for FMOD Ex 4.18. SVN r1259 (trunk)
This commit is contained in:
parent
c800d1ec2c
commit
cb159b26c2
6 changed files with 39 additions and 19 deletions
|
|
@ -211,6 +211,15 @@ bool P_UndoPlayerMorph (player_t *activator, player_t *player, bool force)
|
|||
|
||||
mo->ObtainInventory (pmo);
|
||||
DObject::StaticPointerSubstitution (pmo, mo);
|
||||
// Remove the morph power if the morph is being undone prematurely.
|
||||
for (AInventory *item = mo->Inventory, *next = NULL; item != NULL; item = next)
|
||||
{
|
||||
next = item->Inventory;
|
||||
if (item->IsKindOf(RUNTIME_CLASS(APowerMorph)))
|
||||
{
|
||||
item->Destroy();
|
||||
}
|
||||
}
|
||||
if ((pmo->tid != 0) && (player->MorphStyle & MORPH_NEWTIDBEHAVIOUR))
|
||||
{
|
||||
mo->tid = pmo->tid;
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue