- 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
This commit is contained in:
Christoph Oelckers 2009-08-29 18:16:02 +00:00
parent 6bb60f6e0b
commit 82a658fbfe
19 changed files with 181 additions and 116 deletions

View file

@ -1581,12 +1581,6 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_ThrowGrenade)
bo->velx += self->velx >> 1;
bo->vely += self->vely >> 1;
bo->target= self;
if (bo->flags4&MF4_RANDOMIZE)
{
bo->tics -= pr_grenade() & 3;
if (bo->tics < 1)
bo->tics = 1;
}
P_CheckMissileSpawn (bo);
}
else ACTION_SET_RESULT(false);