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Don't read or set MT_NULL's properties in A_SkullAttack
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1 changed files with 13 additions and 13 deletions
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@ -3329,18 +3329,18 @@ void A_SkullAttack(mobj_t *actor)
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actor->angle += (P_RandomChance(FRACUNIT/2)) ? ANGLE_90 : -ANGLE_90;
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actor->angle += (P_RandomChance(FRACUNIT/2)) ? ANGLE_90 : -ANGLE_90;
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else if (locvar1 == 3)
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else if (locvar1 == 3)
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{
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{
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statenum_t oldspawnstate = mobjinfo[MT_NULL].spawnstate;
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statenum_t oldspawnstate = mobjinfo[MT_RAY].spawnstate;
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UINT32 oldflags = mobjinfo[MT_NULL].flags;
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UINT32 oldflags = mobjinfo[MT_RAY].flags;
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fixed_t oldradius = mobjinfo[MT_NULL].radius;
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fixed_t oldradius = mobjinfo[MT_RAY].radius;
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fixed_t oldheight = mobjinfo[MT_NULL].height;
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fixed_t oldheight = mobjinfo[MT_RAY].height;
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INT32 i, j;
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INT32 i, j;
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static INT32 k;/* static for (at least) GCC 9.1 weirdness */
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static INT32 k;/* static for (at least) GCC 9.1 weirdness */
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angle_t testang = 0;
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angle_t testang = 0;
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mobjinfo[MT_NULL].spawnstate = S_INVISIBLE;
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mobjinfo[MT_RAY].spawnstate = S_INVISIBLE;
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mobjinfo[MT_NULL].flags = MF_NOGRAVITY|MF_NOTHINK|MF_NOCLIPTHING|MF_NOBLOCKMAP;
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mobjinfo[MT_RAY].flags = MF_NOGRAVITY|MF_NOTHINK|MF_NOCLIPTHING|MF_NOBLOCKMAP;
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mobjinfo[MT_NULL].radius = mobjinfo[actor->type].radius;
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mobjinfo[MT_RAY].radius = mobjinfo[actor->type].radius;
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mobjinfo[MT_NULL].height = mobjinfo[actor->type].height;
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mobjinfo[MT_RAY].height = mobjinfo[actor->type].height;
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if (P_RandomChance(FRACUNIT/2)) // port priority 1?
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if (P_RandomChance(FRACUNIT/2)) // port priority 1?
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{
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{
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@ -3384,10 +3384,10 @@ void A_SkullAttack(mobj_t *actor)
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#undef dostuff
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#undef dostuff
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mobjinfo[MT_NULL].spawnstate = oldspawnstate;
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mobjinfo[MT_RAY].spawnstate = oldspawnstate;
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mobjinfo[MT_NULL].flags = oldflags;
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mobjinfo[MT_RAY].flags = oldflags;
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mobjinfo[MT_NULL].radius = oldradius;
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mobjinfo[MT_RAY].radius = oldradius;
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mobjinfo[MT_NULL].height = oldheight;
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mobjinfo[MT_RAY].height = oldheight;
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}
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}
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an = actor->angle >> ANGLETOFINESHIFT;
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an = actor->angle >> ANGLETOFINESHIFT;
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@ -8276,7 +8276,7 @@ void A_Boss3ShockThink(mobj_t *actor)
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snew->angle = (actor->angle + snext->angle) >> 1;
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snew->angle = (actor->angle + snext->angle) >> 1;
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P_SetTarget(&snew->target, actor->target);
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P_SetTarget(&snew->target, actor->target);
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snew->fuse = actor->fuse;
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snew->fuse = actor->fuse;
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P_SetScale(snew, actor->scale);
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P_SetScale(snew, actor->scale);
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snew->destscale = actor->destscale;
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snew->destscale = actor->destscale;
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snew->scalespeed = actor->scalespeed;
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snew->scalespeed = actor->scalespeed;
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