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Update to ZDoom r1344:
- Fixed: SBARINFO used GetSpecies instead of GetClass to check weapon types. - Added a few missing NULL pointer checks to SBARINFO code. - Changed pickup sounds of local player to unpaused to resolve problems with the time freezer and make them behave better. - Fixed: When sounds are paused not all newly started sounds should actually be played. - Fixed: SBARINFO had no means to check if a weapon uses any ammo at all and as a result the inventory icon was misplaced if a no-ammo weapon was selected. - Fixed: P_CheckMissileSpawn and AFastProjectile didn't adjust their calculations for missiles with small radii. - Added a new aiming mode to A_CustomRailgun to aim directly at the target from the actual point the shot originates from. - Added a constant name for Skulltag's 128 flag for A_SpawnItemEx. For compatibility ZDoom needs to define this name, too, even though it doesn't use it. - Fixed: The nodebuilder could hang on badly set up polyobjects. Now it aborts when the loop iterates NumberOfSegs times. - Fixed: FMOD calls for setting the water reverb must check the return code for errors. - Fixed: Hexen's dual attack weapons must check distance to targets in 3D, not 2D. - Made several DECORATE errors which do not involve parsing non-fatal. - Added a static error counter to FScriptPosition class. - Changed initialization of actor class type properties: fuglyname is gone as is the postprocessing in FinishThingdef. Instead an empty placeholder class is now created when a class is first referenced and this placeholder is later filled in. - Added option to replace backslash with '^' in state frame definitions because the backslash is just causing too many problems because it's also an escape character. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@282 b0f79afe-0144-0410-b225-9a4edf0717df
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31 changed files with 469 additions and 269 deletions
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@ -440,6 +440,7 @@ bool FNodeBuilder::GetPolyExtents (int polynum, fixed_t bbox[4])
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{
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vertex_t start;
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unsigned int vert;
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unsigned int count = 0;
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vert = Segs[i].v1;
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@ -451,7 +452,8 @@ bool FNodeBuilder::GetPolyExtents (int polynum, fixed_t bbox[4])
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AddSegToBBox (bbox, &Segs[i]);
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vert = Segs[i].v2;
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i = Vertices[vert].segs;
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} while (i != DWORD_MAX && (Vertices[vert].x != start.x || Vertices[vert].y != start.y));
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count++; // to prevent endless loops. Stop when this reaches the number of segs.
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} while (i != DWORD_MAX && (Vertices[vert].x != start.x || Vertices[vert].y != start.y) && count < Segs.Size());
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return true;
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}
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