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Update to ZDoom r2005:
- fixed: Morph weapons weren't destroyed because the code checked for them in the unmorphed player class. - fixed: With padding the largest texture to fit into a page is 254x254. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@638 b0f79afe-0144-0410-b225-9a4edf0717df
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5 changed files with 19 additions and 6 deletions
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@ -177,7 +177,7 @@ bool P_UndoPlayerMorph (player_t *activator, player_t *player, int unmorphflag,
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{
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AWeapon *beastweap;
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APlayerPawn *mo;
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AActor *pmo;
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APlayerPawn *pmo;
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angle_t angle;
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pmo = player->mo;
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@ -330,7 +330,7 @@ bool P_UndoPlayerMorph (player_t *activator, player_t *player, int unmorphflag,
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}
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if (correctweapon)
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{ // Better "lose morphed weapon" semantics
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const PClass *morphweapon = PClass::FindClass (mo->MorphWeapon);
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const PClass *morphweapon = PClass::FindClass (pmo->MorphWeapon);
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if (morphweapon != NULL && morphweapon->IsDescendantOf (RUNTIME_CLASS(AWeapon)))
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{
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AWeapon *OriginalMorphWeapon = static_cast<AWeapon *>(mo->FindInventory (morphweapon));
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