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- Changed A_FreezeDeathChunks() so that instead of directly destroying an
actor, it sets it to the "Null" state, which will make it invisible and destroy it one tic later. SVN r1539 (trunk)
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3 changed files with 6 additions and 2 deletions
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@ -1,4 +1,7 @@
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April 9, 2009
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- Changed A_FreezeDeathChunks() so that instead of directly destroying an
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actor, it sets it to the "Null" state, which will make it invisible and
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destroy it one tic later.
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- Added a NULL pointer check to A_Fire() and copied the target to a local
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variable inside A_VileAttack() so that if P_DamageMobj() destroys the
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target, the function will still have a valid pointer to it (since reading
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@ -294,9 +294,9 @@ DEFINE_ACTION_FUNCTION(AActor, A_FreezeDeathChunks)
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{
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CALL_ACTION(A_BossDeath, self);
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}
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CALL_ACTION(A_NoBlocking, self);
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CALL_ACTION(A_NoBlocking, self);
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self->Destroy ();
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self->SetState(self->FindState(NAME_Null));
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}
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//----------------------------------------------------------------------------
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@ -1,5 +1,6 @@
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// 'None' must always be the first name.
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xx(None)
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xx(Null)
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xx(Super)
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xx(Object)
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