- Fixed: PIT_FindFloorCeiling required tmx and tmy to be set but
P_FindFloorCeiling never did that. - Merged Check_Sides and PIT_CrossLine into A_PainShootSkull. - Replaced P_BlockLinesIterator with FBlockLinesIterator in all places it was used. This also allowed to remove all the global variable saving in P_CreateSecNodeList. - Added a new FBlockLinesIterator class that doesn't need a callback function because debugging the previous bug proved to be a bit annoying because it involved a P_BlockLinesIterator loop. - Fixed: The MBF code to move monsters away from dropoffs did not work as intended due to some random decisions in P_DoNewChaseDir. When in the avoiding dropoff mode these are ignored now. This should cure the problem that monsters hanging over a dropoff tended to drop down. SVN r887 (trunk)
This commit is contained in:
parent
d938121378
commit
ebd17de30a
16 changed files with 393 additions and 424 deletions
|
|
@ -199,6 +199,7 @@ bool P_UndoPlayerMorph (player_t *player, bool force)
|
|||
mo->flags3 = (mo->flags3 & ~MF3_GHOST) | (pmo->flags3 & MF3_GHOST);
|
||||
|
||||
player->morphTics = 0;
|
||||
player->MorphedPlayerClass = 0;
|
||||
player->viewheight = mo->ViewHeight;
|
||||
AInventory *level2 = mo->FindInventory (RUNTIME_CLASS(APowerWeaponLevel2));
|
||||
if (level2 != NULL)
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue