- Fixed: The pickup message for Hexen's fighter's axe was assigned to the

AxePuff, not the weapon itself.
- Fixed: P_RunEffects used the consoleplayer's camera without checking its
  validity.
- Fixed: CopyFriendliness needs to copy target to LastHeard as well in order
  to make newly spawned monsters chase their spawner's target.


SVN r278 (trunk)
This commit is contained in:
Christoph Oelckers 2006-08-01 22:11:49 +00:00
parent 5ac0789e6e
commit effa46975e
4 changed files with 15 additions and 3 deletions

View File

@ -1,3 +1,11 @@
August 1, 2006 (Changes by Graf Zahl)
- Fixed: The pickup message for Hexen's fighter's axe was assigned to the
AxePuff, not the weapon itself.
- Fixed: P_RunEffects used the consoleplayer's camera without checking its
validity.
- Fixed: CopyFriendliness needs to copy target to LastHeard as well in order
to make newly spawned monsters chase their spawner's target.
July 31, 2006 (Changes by Graf Zahl)
- Added a type check to Spawn(actorname,...) to allow it to print a
meaningful message instead of the nondescript

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@ -116,6 +116,7 @@ IMPLEMENT_ACTOR (AFWeapAxe, Hexen, 8010, 27)
PROP_Weapon_Kickback (150)
PROP_Weapon_YAdjust (0-12)
PROP_Weapon_AmmoType1 ("Mana1")
PROP_Inventory_PickupMessage("$TXT_WEAPON_F2")
END_DEFAULTS
FState *AFWeapAxe::GetUpState ()
@ -170,7 +171,6 @@ IMPLEMENT_ACTOR (AAxePuff, Hexen, -1, 0)
PROP_SeeSound ("FighterAxeHitThing")
PROP_AttackSound ("FighterHammerHitWall")
PROP_ActiveSound ("FighterHammerMiss")
PROP_Inventory_PickupMessage("$TXT_WEAPON_F2")
END_DEFAULTS
// Glowing Axe Puff ---------------------------------------------------------

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@ -144,7 +144,10 @@ void P_ThinkParticles ()
//
void P_RunEffects ()
{
int pnum = int(players[consoleplayer].camera->Sector - sectors) * numsectors;
if (players[consoleplayer].camera == NULL) return;
int pnum = int(players[consoleplayer].camera->Sector - sectors) * numsectors;
AActor *actor;
TThinkerIterator<AActor> iterator;

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@ -862,7 +862,8 @@ void AActor::CopyFriendliness (const AActor *other, bool changeTarget)
FriendPlayer = other->FriendPlayer;
if (changeTarget)
{
target = other->target;
// LastHeard must be set as well so that A_Look can react to the new target if called
LastHeard = target = other->target;
}
level.total_monsters += CountsAsKill();
}