- fixed:P_DamageMobj just set an ice corpse's velocity to 0 to make it shatter.
But that's insufficient because it doesn't factor in any subsequent velocity change that happens between the damaging and the next call to A_FreezeDeathChunks. - fixed: The TimeFreezer did not freeze other players' controls in a multiplayer game. - fixed: DECORATE's 'gravity' property incorrectly messed around with the NOGRAVITY flag. - fixed: Hitscan attacks didn't check the puff's replacement for damage types. SVN r2026 (trunk)
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14 changed files with 62 additions and 23 deletions
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@ -133,7 +133,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Saw)
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// use meleerange + 1 so the puff doesn't skip the flash (i.e. plays all states)
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P_LineAttack (self, angle, MELEERANGE+1,
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P_AimLineAttack (self, angle, MELEERANGE+1, &linetarget), damage,
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GetDefaultByType(pufftype)->DamageType, pufftype);
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NAME_None, pufftype);
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if (!linetarget)
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{
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