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Update to ZDoom r1069:
- Added a check to G_DoSaveGame() to prevent saving when you're not actually in a level. - Fixed: Serialized player data must always be loaded, even if it's simply to be discarded, so that anything serialized after the players will load from the correct position in the file when revisiting a hub map. - Changed: AInventory::Tick now only calls the super method if the item is not owned. Having owned inventory items interact with the world is not supposed to happen. - Fixed: case PCD_SECTORDAMAGE in p_acs.cpp was missing a terminating 'break'. - Fixed: When a weapon is destroyed, its sister weapon must also be destroyed. - Added a check for PUFFGETSOWNER to A_BFGSpray. - Moved the PUFFGETSOWNER check into P_SpawnPuff and removed the limitation to players only. - Fixed: P_SpawnMapThing still checked FMapThing::flags for the class bits instead of FMapThing::ClassFilter. - Fixed: A_CustomMissile must not let P_SpawnMissile call P_CheckMissileSpawn. It must do this itself after setting the proper owner. - Fixed: CCMD(give) increased the total item count. - Fixed: A_Stop didn't set the player specific variables to 0. - Fixed: Screenwipes now pause sounds, since there can be sounds playing during them. - UI sounds are now omitted from savegames. - Fixed: Menu sounds had been restricted to one at a time again. - Moved the P_SerializeSounds() call to the end of G_SerializeLevel() so that it will occur after the players are loaded. - Added fixes from FreeBSD for 0-length and very large string buffers passed to myvsnprintf. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@131 b0f79afe-0144-0410-b225-9a4edf0717df
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35 changed files with 393 additions and 139 deletions
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@ -739,20 +739,20 @@ void A_CustomMissile(AActor * self)
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self->x+=x;
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self->y+=y;
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self->z+=z;
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missile = P_SpawnMissile(self, self->target, ti);
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missile = P_SpawnMissileXYZ(self->x, self->y, self->z + 32*FRACUNIT, self, self->target, ti, false);
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self->x-=x;
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self->y-=y;
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self->z-=z;
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break;
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case 1:
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missile = P_SpawnMissileXYZ(self->x+x, self->y+y, self->z+SpawnHeight, self, self->target, ti);
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missile = P_SpawnMissileXYZ(self->x+x, self->y+y, self->z+SpawnHeight, self, self->target, ti, false);
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break;
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case 2:
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self->x+=x;
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self->y+=y;
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missile = P_SpawnMissileAngleZ(self, self->z+SpawnHeight, ti, self->angle, 0);
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missile = P_SpawnMissileAngleZSpeed(self, self->z+SpawnHeight, ti, self->angle, 0, GetDefaultByType(ti)->Speed, self, false);
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self->x-=x;
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self->y-=y;
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@ -811,6 +811,7 @@ void A_CustomMissile(AActor * self)
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{
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missile->health=-2;
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}
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P_CheckMissileSpawn(missile);
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}
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}
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}
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@ -2034,6 +2035,12 @@ void A_CheckFloor (AActor *self)
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void A_Stop (AActor *self)
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{
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self->momx = self->momy = self->momz = 0;
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if (self->player && self->player->mo == self && !(self->player->cheats & CF_PREDICTING))
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{
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self->player->mo->PlayIdle ();
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self->player->momx = self->player->momy = 0;
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}
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}
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//===========================================================================
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