- Restored the reactiontime countdown for A_SpawnFly, since some Dehacked

mod could conceivable rely on it. The deadline is now kept in special2
  and used in preference as long as it is non-zero.


SVN r1744 (trunk)
This commit is contained in:
Randy Heit 2009-08-02 03:56:03 +00:00
parent 93202a5488
commit 1e554a1fcc
2 changed files with 17 additions and 6 deletions

View file

@ -1,4 +1,7 @@
August 1, 2009
- Restored the reactiontime countdown for A_SpawnFly, since some Dehacked
mod could conceivable rely on it. The deadline is now kept in special2
and used in preference as long as it is non-zero.
- Removed -fno-strict-aliasing from the GCC flags for ZDoom and fixed the
issues that caused its inclusion. Is an optimized GCC build any faster
for being able to use strict aliasing rules? I dunno. It's still slower

View file

@ -111,18 +111,18 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_BrainSpit)
// if the target had the same y coordinate as the spitter.
if ((spit->velx | spit->vely) == 0)
{
spit->reactiontime = 0;
spit->special2 = 0;
}
else if (abs(spit->vely) > abs(spit->velx))
{
spit->reactiontime = (targ->y - self->y) / spit->vely;
spit->special2 = (targ->y - self->y) / spit->vely;
}
else
{
spit->reactiontime = (targ->x - self->x) / spit->velx;
spit->special2 = (targ->x - self->x) / spit->velx;
}
// [GZ] Calculates when the projectile will have reached destination
spit->reactiontime += level.maptime;
spit->special2 += level.maptime;
}
if (!isdefault)
@ -145,8 +145,16 @@ static void SpawnFly(AActor *self, const PClass *spawntype, FSoundID sound)
int r;
// [GZ] Should be more viable than a countdown...
if (self->reactiontime == 0 || self->reactiontime > level.maptime)
return; // still flying
if (self->special2 != 0)
{
if (self->special2 > level.maptime)
return; // still flying
}
else
{
if (self->reactiontime == 0 || --self->reactiontime != 0)
return; // still flying
}
targ = self->target;