- 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)
This commit is contained in:
Christoph Oelckers 2008-03-29 22:59:41 +00:00
commit d5c3693fd9
18 changed files with 138 additions and 64 deletions

View file

@ -639,7 +639,7 @@ void P_StartConversation (AActor *npc, AActor *pc, bool facetalker, bool saveang
int i, j;
// [CW] If an NPC is talking to a PC already, then don't let
// anyone else talk to NPC.
// anyone else talk to the NPC.
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i] || pc->player == &players[i])
@ -826,8 +826,8 @@ static void DrawConversationMenu ()
return;
}
// [CW] Pausing the game in a multiplayer game is a bad idea.
if (ConversationPauseTic < gametic && !multiplayer)
// [CW] Freeze the game depending on MAPINFO options.
if (ConversationPauseTic < gametic && !multiplayer && !(level.flags & LEVEL_CONV_SINGLE_UNFREEZE))
{
menuactive = MENU_On;
}
@ -1037,9 +1037,9 @@ static void PickConversationReply ()
Net_WriteByte (DEM_CONVERSATION);
Net_WriteByte (CONV_NPCANGLE);
// [CW] Set these to NULL because we're not talking to them
// anymore. However, this can interfere with slideshows so
// we don't set them to NULL in that case.
// [CW] Set these to NULL because we're not using to them
// anymore. However, this can interfere with slideshows
// so we don't set them to NULL in that case.
if (gameaction != ga_slideshow)
{
Net_WriteByte (DEM_CONVERSATION);