mirror of
https://github.com/ZDoom/gzdoom-last-svn.git
synced 2025-06-02 18:21:02 +00:00
- Update to ZDoom r1887.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@499 b0f79afe-0144-0410-b225-9a4edf0717df
This commit is contained in:
parent
d368286159
commit
bfc2102ac7
27 changed files with 168 additions and 161 deletions
|
@ -420,10 +420,16 @@ void AActor::Die (AActor *source, AActor *inflictor)
|
|||
// the activator of the script.
|
||||
// New: In Hexen, the thing that died is the activator,
|
||||
// so now a level flag selects who the activator gets to be.
|
||||
if (special && (!(flags & MF_SPECIAL) || (flags3 & MF3_ISMONSTER)))
|
||||
if (special && (!(flags & MF_SPECIAL) || (flags3 & MF3_ISMONSTER)) && !(activationtype & THINGSPEC_NoDeathSpecial))
|
||||
{
|
||||
LineSpecials[special] (NULL, level.flags & LEVEL_ACTOWNSPECIAL
|
||||
? this : source, false, args[0], args[1], args[2], args[3], args[4]);
|
||||
// Activation flags override LEVEL_ACTOWNSPECIAL if set.
|
||||
AActor *activator = (activationtype & THINGSPEC_TriggerActs ? source :
|
||||
(activationtype & THINGSPEC_ThingActs ? this : (level.flags & LEVEL_ACTOWNSPECIAL ? this : source)));
|
||||
if (activationtype & THINGSPEC_ThingTargets)
|
||||
this->target = source;
|
||||
if (activationtype & THINGSPEC_TriggerTargets)
|
||||
source->target = this;
|
||||
LineSpecials[special] (NULL, activator, false, args[0], args[1], args[2], args[3], args[4]);
|
||||
special = 0;
|
||||
}
|
||||
|
||||
|
@ -1088,6 +1094,7 @@ void P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage
|
|||
//
|
||||
if (player)
|
||||
{
|
||||
|
||||
//Added by MC: Lets bots look allround for enemies if they survive an ambush.
|
||||
if (player->isbot)
|
||||
{
|
||||
|
@ -1103,8 +1110,9 @@ void P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage
|
|||
|
||||
if (!(flags & DMG_FORCED))
|
||||
{
|
||||
if (damage < TELEFRAG_DAMAGE && ((target->flags2 & MF2_INVULNERABLE) ||
|
||||
(target->player->cheats & CF_GODMODE)))
|
||||
// check the real player, not a voodoo doll here for invulnerability effects
|
||||
if (damage < TELEFRAG_DAMAGE && ((player->mo->flags2 & MF2_INVULNERABLE) ||
|
||||
(player->cheats & CF_GODMODE)))
|
||||
{ // player is invulnerable, so don't hurt him
|
||||
return;
|
||||
}
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue