- 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)
This commit is contained in:
Christoph Oelckers 2006-10-04 07:45:44 +00:00
parent 65bb04b7e8
commit 28ea15d8f4
5 changed files with 17 additions and 5 deletions

View file

@ -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.

View file

@ -22,6 +22,9 @@
#define ST_MUCHPAIN 20
EXTERN_CVAR (Bool, vid_fps)
class FDoomStatusBar : public FBaseStatusBar
{
public:
@ -656,7 +659,7 @@ private:
int maxw = 0;
int count = 0;
int x = -2;
int y = 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;
}

View file

@ -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)
{

View file

@ -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))

View file

@ -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)