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Update to ZDoom r2027:
- Fixed: Morphed players tried endlessly to switch to a weapon they picked up. - fixed: P_DamageMobj just set an ice corpse's velocity to 0 to make it shatter. But that's insufficient because it doesn't factor in any subsequent velocity change that happens between the damaging and the next call to A_FreezeDeathChunks. - fixed: The TimeFreezer did not freeze other players' controls in a multiplayer game. - fixed: DECORATE's 'gravity' property incorrectly messed around with the NOGRAVITY flag. - fixed: Hitscan attacks didn't check the puff's replacement for damage types. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@661 b0f79afe-0144-0410-b225-9a4edf0717df
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15 changed files with 66 additions and 18 deletions
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@ -614,6 +614,12 @@ bool APlayerPawn::UseInventory (AInventory *item)
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{ // You can't use items if you're totally frozen
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return false;
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}
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if (( level.flags2 & LEVEL2_FROZEN ) && ( player == NULL || !( player->cheats & CF_TIMEFREEZE )))
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{
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// Time frozen
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return false;
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}
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if (!Super::UseInventory (item))
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{
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// Heretic and Hexen advance the inventory cursor if the use failed.
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@ -2053,8 +2059,12 @@ void P_PlayerThink (player_t *player)
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player->mo->flags &= ~MF_JUSTATTACKED;
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}
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bool totallyfrozen = (player->cheats & CF_TOTALLYFROZEN || gamestate == GS_TITLELEVEL ||
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(( level.flags2 & LEVEL2_FROZEN ) && ( player == NULL || !( player->cheats & CF_TIMEFREEZE )))
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);
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// [RH] Being totally frozen zeros out most input parameters.
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if (player->cheats & CF_TOTALLYFROZEN || gamestate == GS_TITLELEVEL)
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if (totallyfrozen)
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{
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if (gamestate == GS_TITLELEVEL)
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{
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@ -2086,7 +2096,7 @@ void P_PlayerThink (player_t *player)
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}
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if (player->morphTics == 0 && player->health > 0 && level.IsCrouchingAllowed())
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{
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if (!(player->cheats & CF_TOTALLYFROZEN))
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if (!totallyfrozen)
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{
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int crouchdir = player->crouching;
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