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- If an actor's current target temporarily goes unshootable, its threshold
is now reset to 0, so it will more readily switch back to it. SVN r1006 (trunk)
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2 changed files with 10 additions and 0 deletions
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@ -1,4 +1,6 @@
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May 30, 2008
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May 30, 2008
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- If an actor's current target temporarily goes unshootable, its threshold
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is now reset to 0, so it will more readily switch back to it.
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- Fixed: Deactivating the game no longer allows reverb effects to continue
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- Fixed: Deactivating the game no longer allows reverb effects to continue
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playing while the sound is paused.
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playing while the sound is paused.
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- Fixed: S_StartNamedSound() looked for SECF_SILENT in MoreFlags instead of
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- Fixed: S_StartNamedSound() looked for SECF_SILENT in MoreFlags instead of
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@ -1852,6 +1852,14 @@ void A_DoChase (AActor *actor, bool fastchase, FState *meleestate, FState *missi
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}
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}
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if (!actor->target || !(actor->target->flags & MF_SHOOTABLE))
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if (!actor->target || !(actor->target->flags & MF_SHOOTABLE))
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{ // look for a new target
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{ // look for a new target
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if (actor->target != NULL && (actor->target->flags2 & MF2_NONSHOOTABLE))
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{
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// Target is only temporarily unshootable, so remember it.
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actor->lastenemy = actor->target;
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// Switch targets faster, since we're only changing because we can't
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// hurt our old one temporarily.
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actor->threshold = 0;
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}
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if (P_LookForPlayers (actor, true) && actor->target != actor->goal)
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if (P_LookForPlayers (actor, true) && actor->target != actor->goal)
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{ // got a new target
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{ // got a new target
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actor->flags &= ~MF_INCHASE;
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actor->flags &= ~MF_INCHASE;
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