- 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

@ -429,7 +429,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireMauler1)
// it should use a different puff. ZDoom's default range is longer
// than this, so let's not handicap it by being too faithful to the
// original.
P_LineAttack (self, angle, PLAYERMISSILERANGE, pitch, damage, NAME_Disintegrate, NAME_MaulerPuff);
P_LineAttack (self, angle, PLAYERMISSILERANGE, pitch, damage, NAME_None, NAME_MaulerPuff);
}
}