- Fixed: A_JumpIfTargetInLOS had inconsistent parameter definitions.

SVN r660 (trunk)
This commit is contained in:
Christoph Oelckers 2008-01-01 08:47:49 +00:00
parent dc98279403
commit 8be8c48585
2 changed files with 7 additions and 4 deletions

View file

@ -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

View file

@ -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 ***