Update to ZDoom r1765:

- Fixed: A_EntityAttack did not spawn the correct missiles.
- Changed the return value of SetActivatorToTarget to match the description
  in the wiki.

git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@419 b0f79afe-0144-0410-b225-9a4edf0717df
This commit is contained in:
Christoph Oelckers 2009-08-09 19:14:21 +00:00
parent b448ccc9cb
commit 9c85795f0d
3 changed files with 15 additions and 3 deletions

View file

@ -1,4 +1,15 @@
August 7, 2009
August 9, 2009 (Changes by Graf Zahl)
- Fixed: A_EntityAttack did not spawn the correct missiles.
August 8, 2009 (Changes by Graf Zahl)
- replaced all code that changed a sector's light level with a setter function.
- Fixed: The FeatureFlags array in the CPUInfo struct was not mapped to the flags properly.
August 8, 2009
- Changed the return value of SetActivatorToTarget to match the description
in the wiki.
August 7, 2009
- If SetActivatorToTarget is used for a player-run script, and the player is
alive, it now sets the activator to the actor the player is aiming at. I
also noticed that this looked like it was a quick copy'n'paste job from

View file

@ -25,7 +25,7 @@ void A_SpectralMissile (AActor *self, const char *missilename)
if (self->target != NULL)
{
AActor *missile = P_SpawnMissileXYZ (self->x, self->y, self->z + 32*FRACUNIT,
self, self->target, PClass::FindClass("SpectralLightningBigV2"), false);
self, self->target, PClass::FindClass(missilename), false);
if (missile != NULL)
{
missile->tracer = self->target;

View file

@ -2951,8 +2951,9 @@ int DLevelScript::CallFunction(int argCount, int funcIndex, SDWORD *args)
if (actor != NULL)
{
activator = actor;
return 1;
}
return activator != NULL;
return 0;
case ACSF_GetActorViewHeight:
actor = SingleActorFromTID(args[0], NULL);