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- Added Skulltag's HUD model code.
Update to ZDoom r912: - Added rotation 90° angles only) and mirroring to the Multipatch texture composition code. - Fixed: The game crashed when a level was ended while a player was morphed by a powerup. - Fixed: A_VileAttack positioned the fire on the wrong side of the target. - Reorganized the HackHack code so that the image creation was moved into MakeTexture. This was necessary because Unload deleted the pixel data and broke the whole thing. - Fixed: FPatchTexture::HackHack and FDoomStatusbarTexture::DrawToBar used the obsolete and uninitialized variable Near255. - Removed the span creation code specific to FPatchTexture. It only has an advantage when the lump has already been loaded in memory but since that is no longer the case now the generic version in FTexture is actually better. - Changed: FTexture::CopyToBlock no longer uses the spans but the pixel buffer directly. Since most patches in multipatch textures are non transparent the added overhead from creating the spans far outweighs any savings they might provide. It is also simpler to handle for mirrored or rotated patches now. - Changed: Textures only create the spans when really needed. Flats and native textures, for example, do not and it only created needless overhead that they were always created along with the pixel buffer. - Made use of player and actor variables consistent in a_hereticweaps.cpp. - Fixed: A few calls to P_SpawnPlayerMissile passed 0 as angle git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@93 b0f79afe-0144-0410-b225-9a4edf0717df
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@ -163,7 +163,13 @@ bool P_UndoPlayerMorph (player_t *player, bool force)
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angle_t angle;
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pmo = player->mo;
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if (pmo->tracer == NULL)
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// [MH]
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// Checks pmo as well; the PowerMorph destroyer will
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// try to unmorph the player; if the destroyer runs
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// because the level or game is ended while morphed,
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// by the time it gets executed the morphed player
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// pawn instance may have already been destroyed.
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if (pmo == NULL || pmo->tracer == NULL)
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{
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return false;
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}
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