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Buggy netgame! Sorry yalls.
* Fix free play on intermission. * Fix crash in killing/damaging mobj with null death/pain state.
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parent
74e182237a
commit
0dddf7623a
2 changed files with 17 additions and 31 deletions
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@ -3492,22 +3492,25 @@ boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 da
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break;
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break;
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}
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}
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target->reactiontime = 0; // we're awake now...
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if (!P_MobjWasRemoved(target))
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if (source && source != target)
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{
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{
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// if not intent on another player,
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target->reactiontime = 0; // we're awake now...
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// chase after this one
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P_SetTarget(&target->target, source);
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if (source && source != target)
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if (target->state == &states[target->info->spawnstate] && target->info->seestate != S_NULL)
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{
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{
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if (player)
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// if not intent on another player,
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// chase after this one
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P_SetTarget(&target->target, source);
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if (target->state == &states[target->info->spawnstate] && target->info->seestate != S_NULL)
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{
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{
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if (!(player->powers[pw_super] && ALL7EMERALDS(player->powers[pw_emeralds])))
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if (player)
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P_SetPlayerMobjState(target, target->info->seestate);
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{
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if (!(player->powers[pw_super] && ALL7EMERALDS(player->powers[pw_emeralds])))
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P_SetPlayerMobjState(target, target->info->seestate);
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}
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else
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P_SetMobjState(target, target->info->seestate);
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}
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}
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else
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P_SetMobjState(target, target->info->seestate);
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}
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}
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}
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}
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@ -493,25 +493,8 @@ void Y_IntermissionDrawer(void)
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dotimer:
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dotimer:
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if (netgame) // FREE PLAY?
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if (netgame && forcefreeplay) // FREE PLAY?
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{
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K_drawKartFreePlay(intertic);
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i = MAXPLAYERS;
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if (!forcefreeplay)
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{
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// check to see if there's anyone else at all
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for (i = 0; i < MAXPLAYERS; i++)
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{
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if (i == consoleplayer)
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continue;
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if (playeringame[i] && !stplyr->spectator)
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break;
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}
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}
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if (i == MAXPLAYERS)
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K_drawKartFreePlay(intertic);
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}
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if (timer)
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if (timer)
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{
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{
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