- 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)
This commit is contained in:
Christoph Oelckers 2009-12-16 16:09:48 +00:00
commit fdec06ff9b
14 changed files with 62 additions and 23 deletions

View file

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