- Fixed: In multiplayer games, when trying to change targets, A_Chase forgot

to check whether the new target was the same as the old one and treated 
  this case as a real target change.


SVN r234 (trunk)
This commit is contained in:
Christoph Oelckers 2006-07-01 00:15:06 +00:00
parent 9fdcb553aa
commit 207c84e3dd
2 changed files with 7 additions and 1 deletions

View file

@ -1,3 +1,8 @@
July 1, 2006 (Changes by Graf Zahl)
- Fixed: In multiplayer games, when trying to change targets, A_Chase forgot
to check whether the new target was the same as the old one and treated
this case as a real target change.
June 29, 2006
- Added some hackery at the start of MouseRead_Win32() that prevents it from
yanking the mouse around if they keys haven't been read yet to combat the

View file

@ -2009,12 +2009,13 @@ void A_DoChase (AActor *actor, bool fastchase, FState *meleestate, FState *missi
actor->flags3 &= ~MF3_NOSIGHTCHECK;
lookForBetter = true;
}
AActor * oldtarget = actor->target;
gotNew = P_LookForPlayers (actor, true);
if (lookForBetter)
{
actor->flags3 |= MF3_NOSIGHTCHECK;
}
if (gotNew)
if (gotNew && actor->target != oldtarget)
{
actor->flags &= ~MF_INCHASE;
return; // got a new target