- Fixed: With opl_onechip set the second OPL chip was never set to anything valid

so it contained an invalid pointer. There were also a few other places that
  simply assumed that the second chip is set to something valid.
- Fixed: NPCs which are engaged in a conversation should not move.
- Fixed: Player movement animation was not stopped when starting a conversation.


SVN r1439 (trunk)
This commit is contained in:
Christoph Oelckers 2009-02-22 10:25:12 +00:00
commit eb47f4fdbf
10 changed files with 48 additions and 4 deletions

View file

@ -1538,6 +1538,9 @@ DEFINE_ACTION_FUNCTION(AActor, A_Look)
{
AActor *targ;
if (self->flags5 & MF5_INCONVERSATION)
return;
// [RH] Set goal now if appropriate
if (self->special == Thing_SetGoal && self->args[0] == 0)
{
@ -1652,6 +1655,9 @@ DEFINE_ACTION_FUNCTION(AActor, A_Wander)
// This seems as good a place as any.
self->flags4 &= ~MF4_INCOMBAT;
if (self->flags5 & MF5_INCONVERSATION)
return;
if (self->flags4 & MF4_STANDSTILL)
return;
@ -1693,6 +1699,9 @@ DEFINE_ACTION_FUNCTION(AActor, A_Look2)
{
AActor *targ;
if (self->flags5 & MF5_INCONVERSATION)
return;
self->threshold = 0;
targ = self->LastHeard;
@ -1753,6 +1762,9 @@ void A_DoChase (AActor *actor, bool fastchase, FState *meleestate, FState *missi
{
int delta;
if (actor->flags5 & MF5_INCONVERSATION)
return;
if (actor->flags & MF_INCHASE)
{
return;