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- Commented out the CALL_ACTION(A_Look, actor) for targetless friendly
monsters in A_DoChase(). They can still find new targets without this, and with it, they got stuck on the first frame of their see state. SVN r1410 (trunk)
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2 changed files with 7 additions and 5 deletions
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@ -1,4 +1,7 @@
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February 6, 2009
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- Commented out the CALL_ACTION(A_Look, actor) for targetless friendly
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monsters in A_DoChase(). They can still find new targets without this,
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and with it, they got stuck on the first frame of their see state.
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- Fixed: Keys bound in a custom key section would unbind the key in the
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main game section.
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- Fixed scrolling of the automap background on a rotated automap.
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@ -1545,7 +1545,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_Look)
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self->special = 0;
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self->goal = iterator.Next ();
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self->reactiontime = self->args[2] * TICRATE + level.maptime;
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if (self->args[3] == 0) self->flags5 &=~ MF5_CHASEGOAL;
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if (self->args[3] == 0) self->flags5 &= ~MF5_CHASEGOAL;
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else self->flags5 |= MF5_CHASEGOAL;
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}
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@ -1583,7 +1583,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_Look)
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if (self->IsFriend (targ)) // be a little more precise!
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{
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// If we find a valid target here, the wandering logic should *not*
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// be activated! If would cause the seestate to be set twice.
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// be activated! It would cause the seestate to be set twice.
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if (P_LookForPlayers (self, self->flags4 & MF4_LOOKALLAROUND))
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goto seeyou;
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@ -1611,7 +1611,6 @@ DEFINE_ACTION_FUNCTION(AActor, A_Look)
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}
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}
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if (!P_LookForPlayers (self, self->flags4 & MF4_LOOKALLAROUND))
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return;
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@ -1871,7 +1870,7 @@ void A_DoChase (AActor *actor, bool fastchase, FState *meleestate, FState *missi
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{
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if (actor->flags & MF_FRIENDLY)
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{
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CALL_ACTION(A_Look, actor);
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//CALL_ACTION(A_Look, actor);
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if (actor->target == NULL)
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{
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if (!dontmove) CALL_ACTION(A_Wander, actor);
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