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- 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)
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4 changed files with 15 additions and 3 deletions
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@ -1,3 +1,11 @@
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August 1, 2006 (Changes by Graf Zahl)
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- Fixed: The pickup message for Hexen's fighter's axe was assigned to the
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AxePuff, not the weapon itself.
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- Fixed: P_RunEffects used the consoleplayer's camera without checking its
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validity.
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- Fixed: CopyFriendliness needs to copy target to LastHeard as well in order
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to make newly spawned monsters chase their spawner's target.
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July 31, 2006 (Changes by Graf Zahl)
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July 31, 2006 (Changes by Graf Zahl)
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- Added a type check to Spawn(actorname,...) to allow it to print a
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- Added a type check to Spawn(actorname,...) to allow it to print a
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meaningful message instead of the nondescript
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meaningful message instead of the nondescript
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@ -116,6 +116,7 @@ IMPLEMENT_ACTOR (AFWeapAxe, Hexen, 8010, 27)
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PROP_Weapon_Kickback (150)
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PROP_Weapon_Kickback (150)
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PROP_Weapon_YAdjust (0-12)
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PROP_Weapon_YAdjust (0-12)
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PROP_Weapon_AmmoType1 ("Mana1")
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PROP_Weapon_AmmoType1 ("Mana1")
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PROP_Inventory_PickupMessage("$TXT_WEAPON_F2")
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END_DEFAULTS
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END_DEFAULTS
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FState *AFWeapAxe::GetUpState ()
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FState *AFWeapAxe::GetUpState ()
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@ -170,7 +171,6 @@ IMPLEMENT_ACTOR (AAxePuff, Hexen, -1, 0)
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PROP_SeeSound ("FighterAxeHitThing")
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PROP_SeeSound ("FighterAxeHitThing")
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PROP_AttackSound ("FighterHammerHitWall")
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PROP_AttackSound ("FighterHammerHitWall")
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PROP_ActiveSound ("FighterHammerMiss")
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PROP_ActiveSound ("FighterHammerMiss")
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PROP_Inventory_PickupMessage("$TXT_WEAPON_F2")
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END_DEFAULTS
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END_DEFAULTS
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// Glowing Axe Puff ---------------------------------------------------------
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// Glowing Axe Puff ---------------------------------------------------------
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@ -144,7 +144,10 @@ void P_ThinkParticles ()
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//
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//
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void P_RunEffects ()
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void P_RunEffects ()
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{
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{
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if (players[consoleplayer].camera == NULL) return;
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int pnum = int(players[consoleplayer].camera->Sector - sectors) * numsectors;
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int pnum = int(players[consoleplayer].camera->Sector - sectors) * numsectors;
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AActor *actor;
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AActor *actor;
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TThinkerIterator<AActor> iterator;
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TThinkerIterator<AActor> iterator;
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@ -862,7 +862,8 @@ void AActor::CopyFriendliness (const AActor *other, bool changeTarget)
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FriendPlayer = other->FriendPlayer;
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FriendPlayer = other->FriendPlayer;
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if (changeTarget)
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if (changeTarget)
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{
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{
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target = other->target;
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// LastHeard must be set as well so that A_Look can react to the new target if called
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LastHeard = target = other->target;
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}
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}
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level.total_monsters += CountsAsKill();
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level.total_monsters += CountsAsKill();
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}
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}
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