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Update to ZDoom r2980:
* Use the so-called SafeTerminateProcess() function to kill the child TiMidity++ process instead of signaling an event. I would have preferred to use GenerateConsoleCtrlEvent(), but since it requires the caller be attached to the same console as the process it wants to kill, it's pretty much worthless. We will continue to look for the presence of the event name in the TiMidity++ binary despite no longer using it, because standard TiMidity++ builds do not write to stdout in binary mode on Windows systems. * Tweaked jumpTics again. As before, it now counts down whenever it is non-zero. If the player is on the ground and it counts below -18, it is zeroed so that the player can jump again. This handles cases where either the player did not actually jump when they pressed +jump (because there was a ceiling in the way) or when they land on something other than the floor. * Fixed: With the Buddha cheat active the health of the real player actor was not synchronized with the player data if a voodoo doll received damage that would have killed it. * Fixed: The message for trying to quickload in netgames used the wrong display mode for the message menu. * Fixed: AdjustPusher compared a sector's index with a tag to check for existing pushers in that sector. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@1070 b0f79afe-0144-0410-b225-9a4edf0717df
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6 changed files with 80 additions and 23 deletions
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@ -2156,9 +2156,13 @@ void P_PlayerThink (player_t *player)
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P_DeathThink (player);
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return;
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}
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if (player->jumpTics > 0)
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if (player->jumpTics != 0)
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{
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player->jumpTics--;
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if (onground && player->jumpTics < -18)
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{
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player->jumpTics = 0;
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}
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}
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if (player->morphTics && !(player->cheats & CF_PREDICTING))
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{
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