- Added SnowKate709's A_DamageMaster/A_DamageChildren patch.
- Added a SFX_TRANSFERAMBUSHFLAG for A_SpawnItemEx. - Added "Shaded" as a valid parameter for DECORATE's RenderStyle. - Added Karate Chris's patch for a MAPINFO option making Strife conversations not halt the game. - Extended the $limit fix that $alias and $random definitions can have their own $limit now. - Fixed: When resolving a linked sound the limit of the current sound was ignored and the one of the referenced sound being used. This was particularly noticable when using the chaingun in a group of Zombiemen. - Added a namespc parameter to FWadCollection::CheckNumForFullName which is used when a normal lump name has to be looked up and changed all CheckNumForFullName/CheckNumForName combinations in the source to use the extended version of CheckNumForFullName only to have consistent behavior for lump name lookup. SVN r865 (trunk)
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18 changed files with 138 additions and 64 deletions
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@ -639,7 +639,7 @@ void P_StartConversation (AActor *npc, AActor *pc, bool facetalker, bool saveang
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int i, j;
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// [CW] If an NPC is talking to a PC already, then don't let
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// anyone else talk to NPC.
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// anyone else talk to the NPC.
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for (i = 0; i < MAXPLAYERS; i++)
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{
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if (!playeringame[i] || pc->player == &players[i])
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@ -826,8 +826,8 @@ static void DrawConversationMenu ()
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return;
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}
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// [CW] Pausing the game in a multiplayer game is a bad idea.
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if (ConversationPauseTic < gametic && !multiplayer)
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// [CW] Freeze the game depending on MAPINFO options.
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if (ConversationPauseTic < gametic && !multiplayer && !(level.flags & LEVEL_CONV_SINGLE_UNFREEZE))
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{
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menuactive = MENU_On;
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}
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@ -1037,9 +1037,9 @@ static void PickConversationReply ()
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Net_WriteByte (DEM_CONVERSATION);
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Net_WriteByte (CONV_NPCANGLE);
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// [CW] Set these to NULL because we're not talking to them
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// anymore. However, this can interfere with slideshows so
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// we don't set them to NULL in that case.
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// [CW] Set these to NULL because we're not using to them
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// anymore. However, this can interfere with slideshows
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// so we don't set them to NULL in that case.
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if (gameaction != ga_slideshow)
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{
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Net_WriteByte (DEM_CONVERSATION);
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