- 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

@ -906,6 +906,7 @@ void P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage
else if (target->flags & MF_ICECORPSE) // frozen
{
target->tics = 1;
target->flags6 |= MF6_SHATTERING;
target->velx = target->vely = target->velz = 0;
}
return;