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- Backported 2 fixes from Skulltag:
* A_SentinelAttack must check for a NULL target * Monsters with CANTLEAVEFLOORPIC could not move because their floor texture was not initialized. SVN r1715 (trunk)
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@ -1,4 +1,8 @@
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July 12, 2009 (Changes by Graf Zahl)
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July 12, 2009 (Changes by Graf Zahl)
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- Backported 2 fixes from Skulltag:
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* A_SentinelAttack must check for a NULL target
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* Monsters with CANTLEAVEFLOORPIC could not move because their floor
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texture was not initialized.
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- Fixed: The 'idclev' cheat set the player's health to 0 which caused the
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- Fixed: The 'idclev' cheat set the player's health to 0 which caused the
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level to end when in a sector of type 'end level when health below 10'.
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level to end when in a sector of type 'end level when health below 10'.
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@ -42,6 +42,12 @@ DEFINE_ACTION_FUNCTION(AActor, A_SentinelAttack)
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{
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{
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AActor *missile, *trail;
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AActor *missile, *trail;
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// [BB] Without a target the P_SpawnMissileZAimed call will crash.
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if (!self->target)
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{
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return;
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}
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missile = P_SpawnMissileZAimed (self, self->z + 32*FRACUNIT, self->target, PClass::FindClass("SentinelFX2"));
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missile = P_SpawnMissileZAimed (self, self->z + 32*FRACUNIT, self->target, PClass::FindClass("SentinelFX2"));
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if (missile != NULL && (missile->velx | missile->vely) != 0)
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if (missile != NULL && (missile->velx | missile->vely) != 0)
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@ -269,6 +269,12 @@ void P_FindFloorCeiling (AActor *actor, bool onlyspawnpos)
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else
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else
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{
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{
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actor->floorsector = actor->ceilingsector = actor->Sector;
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actor->floorsector = actor->ceilingsector = actor->Sector;
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// [BB] Don't forget to update floorpic and ceilingpic.
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if (actor->Sector != NULL)
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{
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actor->floorpic = actor->Sector->GetTexture(sector_t::floor);
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actor->ceilingpic = actor->Sector->GetTexture(sector_t::ceiling);
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}
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}
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}
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}
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}
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