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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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@ -834,7 +834,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomBulletAttack)
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int angle = bangle + pr_cabullet.Random2() * (Spread_XY / 255);
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int slope = bslope + pr_cabullet.Random2() * (Spread_Z / 255);
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int damage = ((pr_cabullet()%3)+1) * DamagePerBullet;
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P_LineAttack(self, angle, Range, slope, damage, GetDefaultByType(pufftype)->DamageType, pufftype);
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P_LineAttack(self, angle, Range, slope, damage, NAME_None, pufftype);
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}
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}
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}
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@ -986,7 +986,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FireBullets)
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if ((NumberOfBullets==1 && !player->refire) || NumberOfBullets==0)
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{
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int damage = ((pr_cwbullet()%3)+1)*DamagePerBullet;
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P_LineAttack(self, bangle, Range, bslope, damage, GetDefaultByType(PuffType)->DamageType, PuffType);
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P_LineAttack(self, bangle, Range, bslope, damage, NAME_None, PuffType);
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}
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else
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{
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@ -996,7 +996,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FireBullets)
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int angle = bangle + pr_cwbullet.Random2() * (Spread_XY / 255);
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int slope = bslope + pr_cwbullet.Random2() * (Spread_Z / 255);
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int damage = ((pr_cwbullet()%3)+1) * DamagePerBullet;
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P_LineAttack(self, angle, Range, slope, damage, GetDefaultByType(PuffType)->DamageType, PuffType);
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P_LineAttack(self, angle, Range, slope, damage, NAME_None, PuffType);
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}
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}
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}
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@ -1104,7 +1104,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomPunch)
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if (!PuffType) PuffType = PClass::FindClass(NAME_BulletPuff);
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P_LineAttack (self, angle, Range, pitch, Damage, GetDefaultByType(PuffType)->DamageType, PuffType, true);
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P_LineAttack (self, angle, Range, pitch, Damage, NAME_None, PuffType, true);
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// turn to face target
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if (linetarget)
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