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