- Fixed: The minimum parameter count for ACS_Execute and ACS_ExecuteAlways for

DECORATE was wrong (2 instead of 1.)
- Changed: Hexen set every cluster to be a hub if it hadn't been defined before
  a level using this cluster. Now it will only do that if HexenHack is true, 
  i.e. when original Hexen format MAPINFOs are parsed. For ZDoom format 
  MAPINFOs it will now be the same as for the other games which means that 
  'hub' has to be declared explicitly.
- Added an Idle state that is entered in place of the spawn state if a monster
  has to return to its inactive state if it can't find any more targets.
- Added MF5_NOINTERACTION flag which completely disables all physics related
  code for any actor with this flag. Mostly useful for particle effects where
  the actors just move a certain distance and then disappear.
- Removed the last remains of the antialias precalculation code from
  am_map.cpp because it was no longer used.
- Fixed: Two-sided lines bordering a secret sector were not drawn in the
  proper color
- Fixed: The automap didn't check ACS_LockedExecuteDoor for its lock color.


SVN r876 (trunk)
This commit is contained in:
Christoph Oelckers 2008-04-03 10:49:54 +00:00
commit d780c2e3a4
11 changed files with 424 additions and 424 deletions

View file

@ -1884,7 +1884,7 @@ void A_DoChase (AActor *actor, bool fastchase, FState *meleestate, FState *missi
}
else
{
actor->SetState (actor->SpawnState);
actor->SetIdle();
actor->flags &= ~MF_INCHASE;
return;
}
@ -1945,7 +1945,7 @@ void A_DoChase (AActor *actor, bool fastchase, FState *meleestate, FState *missi
if (newgoal != NULL && delay != 0)
{
actor->flags4 |= MF4_INCOMBAT;
actor->SetState (actor->SpawnState);
actor->SetIdle();
}
actor->flags &= ~MF_INCHASE;
actor->goal = newgoal;