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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
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3 changed files with 15 additions and 3 deletions
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@ -1,4 +1,15 @@
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August 7, 2009
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August 9, 2009 (Changes by Graf Zahl)
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- Fixed: A_EntityAttack did not spawn the correct missiles.
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August 8, 2009 (Changes by Graf Zahl)
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- replaced all code that changed a sector's light level with a setter function.
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- Fixed: The FeatureFlags array in the CPUInfo struct was not mapped to the flags properly.
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August 8, 2009
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- Changed the return value of SetActivatorToTarget to match the description
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in the wiki.
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August 7, 2009
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- If SetActivatorToTarget is used for a player-run script, and the player is
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alive, it now sets the activator to the actor the player is aiming at. I
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also noticed that this looked like it was a quick copy'n'paste job from
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@ -25,7 +25,7 @@ void A_SpectralMissile (AActor *self, const char *missilename)
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if (self->target != NULL)
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{
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AActor *missile = P_SpawnMissileXYZ (self->x, self->y, self->z + 32*FRACUNIT,
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self, self->target, PClass::FindClass("SpectralLightningBigV2"), false);
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self, self->target, PClass::FindClass(missilename), false);
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if (missile != NULL)
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{
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missile->tracer = self->target;
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@ -2951,8 +2951,9 @@ int DLevelScript::CallFunction(int argCount, int funcIndex, SDWORD *args)
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if (actor != NULL)
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{
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activator = actor;
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return 1;
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}
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return activator != NULL;
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return 0;
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case ACSF_GetActorViewHeight:
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actor = SingleActorFromTID(args[0], NULL);
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