diff --git a/docs/rh-log.txt b/docs/rh-log.txt index e2456dc8..fbf31009 100644 --- a/docs/rh-log.txt +++ b/docs/rh-log.txt @@ -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 diff --git a/src/g_strife/a_entityboss.cpp b/src/g_strife/a_entityboss.cpp index 51501c50..f69d43fc 100644 --- a/src/g_strife/a_entityboss.cpp +++ b/src/g_strife/a_entityboss.cpp @@ -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; diff --git a/src/p_acs.cpp b/src/p_acs.cpp index 507aa9f4..fe5111c8 100644 --- a/src/p_acs.cpp +++ b/src/p_acs.cpp @@ -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);