- 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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@ -442,7 +442,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_M_FireShotgun2)
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P_LineAttack (self, angle, MISSILERANGE,
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pitch + (pr_m_fireshotgun2.Random2() * 332063), damage,
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NAME_None, PClass::FindClass(NAME_BulletPuff));
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NAME_None, NAME_BulletPuff);
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}
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self->special1 = level.maptime;
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}
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