From 28ea15d8f4fb21b79d3c56bad11e1ad622363e38 Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Wed, 4 Oct 2006 07:45:44 +0000 Subject: [PATCH] - When exiting the level on a damaging floor the player could be in the pain state and make its pain noise at the start of the next level. - Fixed: The FPS counter obstructed the key display in Doom's fullscreen HUD. SVN r348 (trunk) --- docs/rh-log.txt | 5 +++++ src/g_doom/doom_sbar.cpp | 9 ++++++--- src/g_level.cpp | 4 ++++ src/p_enemy.cpp | 2 +- wadsrc/decorate/raven/artiegg.txt | 2 +- 5 files changed, 17 insertions(+), 5 deletions(-) diff --git a/docs/rh-log.txt b/docs/rh-log.txt index 09c03856a..11fd39fc4 100644 --- a/docs/rh-log.txt +++ b/docs/rh-log.txt @@ -1,3 +1,8 @@ +October 4, 2006 (Changes by Graf Zahl) +- When exiting the level on a damaging floor the player could be in the pain + state and make its pain noise at the start of the next level. +- Fixed: The FPS counter obstructed the key display in Doom's fullscreen HUD. + October 2, 2006 - Fixed: V_BreakLines() failed to produce output for the final line if it was only one character long. diff --git a/src/g_doom/doom_sbar.cpp b/src/g_doom/doom_sbar.cpp index e4fbd6a20..a5892fe05 100644 --- a/src/g_doom/doom_sbar.cpp +++ b/src/g_doom/doom_sbar.cpp @@ -22,6 +22,9 @@ #define ST_MUCHPAIN 20 +EXTERN_CVAR (Bool, vid_fps) + + class FDoomStatusBar : public FBaseStatusBar { public: @@ -655,8 +658,8 @@ private: { // Draw keys (not DM) int maxw = 0; int count = 0; - int x = -2; - int y = 2; + int x = -2; + int y = vid_fps? 12 : 2; for (item = CPlayer->mo->Inventory; item != NULL; item = item->Inventory) { @@ -679,7 +682,7 @@ private: if (++count == 3) { count = 0; - y = 2; + y = vid_fps? 12 : 2; x -= maxw + 2; maxw = 0; } diff --git a/src/g_level.cpp b/src/g_level.cpp index e04364e5c..98754626e 100644 --- a/src/g_level.cpp +++ b/src/g_level.cpp @@ -2134,6 +2134,10 @@ void G_FinishTravel () pawndup->Destroy (); pawn->LinkToWorld (); pawn->AddToHash (); + if (pawn->InStateSequence(pawn->state, pawn->PainState)) + { + pawn->SetState(pawn->SeeState); + } for (inv = pawn->Inventory; inv != NULL; inv = inv->Inventory) { diff --git a/src/p_enemy.cpp b/src/p_enemy.cpp index 53e67cc1f..26da19e81 100644 --- a/src/p_enemy.cpp +++ b/src/p_enemy.cpp @@ -1451,7 +1451,7 @@ bool P_LookForPlayers (AActor *actor, INTBOOL allaround) actor->target = actor->goal; return true; } - // Use last known enemy if no hatee sighted -- killough 2/15/98: + // Use last known enemy if no players sighted -- killough 2/15/98: if (actor->lastenemy != NULL && actor->lastenemy->health > 0) { if (!actor->IsFriend(actor->lastenemy)) diff --git a/wadsrc/decorate/raven/artiegg.txt b/wadsrc/decorate/raven/artiegg.txt index 649eed953..1cee515cc 100644 --- a/wadsrc/decorate/raven/artiegg.txt +++ b/wadsrc/decorate/raven/artiegg.txt @@ -92,7 +92,7 @@ ACTOR ArtiPork : CustomInventory 30 States { Spawn: - EGGC ABCB 6 + PORK ABCB 6 Loop Use: TNT1 A 0 A_FireCustomMissile("PorkFX", -15, 0, 0, 0, 1)