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- Update to ZDoom r1776:
- Fixed: The first lighting plane added to a light stack had the bOverlaps flag set, causing it to be ignored during rendering. Why this didn't cause more trouble, I don't know. - Fixed: The UDMF parser passed the wrong value for "default alpha" for TranslucentLine to P_FinishLoadingLineDef(). - Fixed: genStringEnter mode acted on key up events rather than key repeat events. - Fixed: paletted texture composition with part translucent patches did not work. - Fixed: A_SorcOffense2 depended on args being bytes and overflowing. - Fixed: Even though P_DamageMobj checked an attack's originator for MF2_NODMGTHRUST the same check was missing from P_RadiusAttack. - Fixed: A_MinotaurRoam should not assume without check that it was called by a MinotaurFriend. - Fixed: The Minotaur declared A_MntrFloorFire which it did not use. - Fixed: All Spawnspot functions did not check for a spot tid of 0 as the script's activator. - Fixed: Friendly monsters ignored team association of their owning players. - Fixed: The pause sprite was not centered correctly when it was a scaled graphic. - Fixed: P_TestMobjZ() needs THRUSPECIES and THRUACTORS checks, too. - Fixed: The UDMF loader did not initialize the sectors' sectornum property. - Fixed: The true color texture compositing code did not clip the edges of multipatch textures used as patches on other multipatch textures. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@425 b0f79afe-0144-0410-b225-9a4edf0717df
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19 changed files with 181 additions and 116 deletions
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@ -1581,12 +1581,6 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_ThrowGrenade)
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bo->velx += self->velx >> 1;
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bo->vely += self->vely >> 1;
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bo->target= self;
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if (bo->flags4&MF4_RANDOMIZE)
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{
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bo->tics -= pr_grenade() & 3;
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if (bo->tics < 1)
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bo->tics = 1;
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}
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P_CheckMissileSpawn (bo);
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}
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else ACTION_SET_RESULT(false);
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