Update to ZDoom r1358:

- Added a CopyInfo function to FTexture that contains all code required to 
  clone a texture. Used for creating warping textures.
- Fixed: P_FindFloorCeiling should not be called before setting the actor's z-
  coordinate. For testing 3D Midtex lines and 3D floors the proper position
  needs to be set first.
- Added option to specify the amount of ammo to be given by a WeaponGiver.
- fixed: Identification of Doom1 Freedoom IWAD did not work.
- fixed: UDMF did not initialize a sector's light colors.
- fixed implementation of DF2_NOAUTOAIM flag.
- fixed: Parsing of color strings with 6 characters and spaces did not work.
- fixed: State labels must be evaluated for the state's owner, not the calling actor.


git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@294 b0f79afe-0144-0410-b225-9a4edf0717df
This commit is contained in:
Christoph Oelckers 2009-01-18 09:42:37 +00:00
parent 2b882c132b
commit b2ae48bb67
24 changed files with 155 additions and 103 deletions

View file

@ -103,7 +103,7 @@ bool ACustomInventory::CallStateChain (AActor *actor, FState * State)
// Assume success. The code pointer will set this to false if necessary
StateCall.State = State;
StateCall.Result = true;
if (State->CallAction(actor, &StateCall))
if (State->CallAction(actor, this, &StateCall))
{
// collect all the results. Even one successful call signifies overall success.
result |= StateCall.Result;