- 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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@ -30,6 +30,6 @@ DEFINE_ACTION_FUNCTION(AActor, A_TemplarAttack)
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damage = (pr_templar() & 4) * 2;
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angle = self->angle + (pr_templar.Random2() << 19);
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pitchdiff = pr_templar.Random2() * 332063;
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P_LineAttack (self, angle, MISSILERANGE+64*FRACUNIT, pitch+pitchdiff, damage, NAME_Disintegrate, NAME_MaulerPuff);
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P_LineAttack (self, angle, MISSILERANGE+64*FRACUNIT, pitch+pitchdiff, damage, NAME_None, NAME_MaulerPuff);
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}
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}
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