- Changed A_FreezeDeathChunks() so that instead of directly destroying an

actor, it sets it to the "Null" state, which will make it invisible and
  destroy it one tic later.


SVN r1539 (trunk)
This commit is contained in:
Randy Heit 2009-04-10 04:04:17 +00:00
parent bb9b5ebf92
commit 3ecca432a9
3 changed files with 6 additions and 2 deletions

View file

@ -1,4 +1,7 @@
April 9, 2009 April 9, 2009
- Changed A_FreezeDeathChunks() so that instead of directly destroying an
actor, it sets it to the "Null" state, which will make it invisible and
destroy it one tic later.
- Added a NULL pointer check to A_Fire() and copied the target to a local - Added a NULL pointer check to A_Fire() and copied the target to a local
variable inside A_VileAttack() so that if P_DamageMobj() destroys the variable inside A_VileAttack() so that if P_DamageMobj() destroys the
target, the function will still have a valid pointer to it (since reading target, the function will still have a valid pointer to it (since reading

View file

@ -294,9 +294,9 @@ DEFINE_ACTION_FUNCTION(AActor, A_FreezeDeathChunks)
{ {
CALL_ACTION(A_BossDeath, self); CALL_ACTION(A_BossDeath, self);
} }
CALL_ACTION(A_NoBlocking, self); CALL_ACTION(A_NoBlocking, self);
self->Destroy (); self->SetState(self->FindState(NAME_Null));
} }
//---------------------------------------------------------------------------- //----------------------------------------------------------------------------

View file

@ -1,5 +1,6 @@
// 'None' must always be the first name. // 'None' must always be the first name.
xx(None) xx(None)
xx(Null)
xx(Super) xx(Super)
xx(Object) xx(Object)