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- Added a missing NULL pointer check to APlayerPawn::Tick.
- Fixed: The falling scream should not be played when the player is under water. SVN r120 (trunk)
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4 changed files with 10 additions and 5 deletions
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@ -1,3 +1,8 @@
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May 16, 2006 (Changes by Graf Zahl)
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- Added a missing NULL pointer check to APlayerPawn::Tick.
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- Fixed: The falling scream should not be played when the player is under
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water.
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May 15, 2006
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- Fixed: CopyPlayer() in p_saveg.cpp should use normal assignment, not
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memcpy to copy the player structures.
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@ -83,7 +83,6 @@
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#include "gameconfigfile.h"
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#include "sbar.h"
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#include "decallib.h"
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#include "version.h"
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#include "r_polymost.h"
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#include "version.h"
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#include "v_text.h"
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@ -279,7 +279,7 @@ void APlayerPawn::Tick()
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Super::Tick();
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// Here's the place where crouching sprites should be handled
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if (player->crouchfactor<FRACUNIT*3/4)
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if (player != NULL && player->crouchfactor<FRACUNIT*3/4)
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{
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if (crouchsprite != 0)
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{
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@ -1425,8 +1425,9 @@ void P_PlayerThink (player_t *player)
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P_PlayerInSpecialSector (player);
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}
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P_PlayerOnSpecialFlat (player, P_GetThingFloorType (player->mo));
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if (player->mo->momz <= -35*FRACUNIT
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&& player->mo->momz >= -40*FRACUNIT && !player->morphTics)
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if (player->mo->momz <= -35*FRACUNIT &&
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player->mo->momz >= -40*FRACUNIT && !player->morphTics &&
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player->mo->waterlevel == 0)
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{
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int id = S_FindSkinnedSound (player->mo, "*falling");
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if (id != 0 && !S_GetSoundPlayingInfo (player->mo, id))
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@ -130,7 +130,7 @@ public:
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if (index < Count)
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{
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Array[index].~T();
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memmove (&Array[index], &Array[index+1], Count - index - 1);
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memmove (&Array[index], &Array[index+1], sizeof(T)*(Count - index - 1));
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Count--;
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}
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}
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