diff --git a/docs/rh-log.txt b/docs/rh-log.txt index 2aa9ad5f0..41f7ff4d1 100644 --- a/docs/rh-log.txt +++ b/docs/rh-log.txt @@ -1,7 +1,10 @@ +January 1, 2008 (Changes by Graf Zahl) +- Fixed: A_JumpIfTargetInLOS had inconsistent parameter definitions. + December 31, 2007 - Removed the screenshot parameter from D_Display(), since it was a relic of a long-abandoned experiment to write directly to video memory instead of - to a temporary buffer in system meroy. + to a temporary buffer in system memory. - Added Direct3D versions of the melt and burn screenwipes. - Fixed the strip sizes for the melt screenwipe to match what Doom would have produced on a 320x200 screen, rather than producing more, thinner strips diff --git a/src/thingdef_codeptr.cpp b/src/thingdef_codeptr.cpp index 053066d27..005a5dfe1 100644 --- a/src/thingdef_codeptr.cpp +++ b/src/thingdef_codeptr.cpp @@ -2118,7 +2118,7 @@ void A_ClearTarget(AActor * self) //========================================================================== // -// A_JumpIfTargetInLOS (fixed fov, state label) +// A_JumpIfTargetInLOS (state label, optional fixed fov) // Jumps if the actor can see its target, or if the player has a linetarget. // //========================================================================== @@ -2128,7 +2128,7 @@ void A_JumpIfTargetInLOS(AActor * self) FState * CallingState; int index = CheckIndex(2, &CallingState); angle_t an; - angle_t fov = angle_t(EvalExpressionF (StateParameters[index], self) * FRACUNIT); + angle_t fov = angle_t(EvalExpressionF (StateParameters[index+1], self) * FRACUNIT); AActor * target; if (pStateCall != NULL) pStateCall->Result=false; // Jumps should never set the result for inventory state chains! @@ -2165,7 +2165,7 @@ void A_JumpIfTargetInLOS(AActor * self) // No target - return if (target==NULL) return; - DoJump(self, CallingState, StateParameters[index+1]); + DoJump(self, CallingState, StateParameters[index]); } // [KS] *** End of my modifications ***