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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
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24 changed files with 155 additions and 103 deletions
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@ -103,7 +103,7 @@ bool ACustomInventory::CallStateChain (AActor *actor, FState * State)
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// Assume success. The code pointer will set this to false if necessary
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StateCall.State = State;
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StateCall.Result = true;
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if (State->CallAction(actor, &StateCall))
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if (State->CallAction(actor, this, &StateCall))
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{
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// collect all the results. Even one successful call signifies overall success.
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result |= StateCall.Result;
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