- 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
This commit is contained in:
Christoph Oelckers 2008-04-14 19:24:40 +00:00
parent 6242844042
commit 7fef77f47b
31 changed files with 754 additions and 493 deletions

View file

@ -163,7 +163,13 @@ bool P_UndoPlayerMorph (player_t *player, bool force)
angle_t angle;
pmo = player->mo;
if (pmo->tracer == NULL)
// [MH]
// Checks pmo as well; the PowerMorph destroyer will
// try to unmorph the player; if the destroyer runs
// because the level or game is ended while morphed,
// by the time it gets executed the morphed player
// pawn instance may have already been destroyed.
if (pmo == NULL || pmo->tracer == NULL)
{
return false;
}