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- Fixed: The TeleporterBeacon tried to enter its See state rather than its
Drop state. Also changed it to fade out when it's done rather than disappearing abruptly. SVN r1453 (trunk)
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3 changed files with 11 additions and 3 deletions
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@ -1,4 +1,9 @@
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February 28, 2009 (Changes by Graf Zahl)
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February 28, 2009
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- Fixed: The TeleporterBeacon tried to enter its See state rather than its
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Drop state. Also changed it to fade out when it's done rather than
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disappearing abruptly.
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February 28, 2009 (Changes by Graf Zahl)
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- Fixed: Strife's quest based line actions also work in Deathmatch.
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- Fixed: Gravity application was not correct. For actors with no vertical
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momentum the initial pull is supposed to be twice as strong as when
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@ -63,7 +63,7 @@ bool ATeleporterBeacon::Use (bool pickup)
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}
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else
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{
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drop->SetState (drop->SeeState);
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drop->SetState(drop->FindState(NAME_Drop));
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drop->target = Owner;
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return true;
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}
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@ -112,6 +112,6 @@ DEFINE_ACTION_FUNCTION(AActor, A_Beacon)
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Spawn<ATeleportFog> (rebel->x + 20*finecosine[an], rebel->y + 20*finesine[an], rebel->z + TELEFOGHEIGHT, ALLOW_REPLACE);
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if (--self->health < 0)
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{
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self->Destroy ();
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self->SetState(self->FindState(NAME_Death));
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}
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}
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@ -138,5 +138,8 @@ ACTOR TeleporterBeacon : Inventory 10 native
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BEAC A 30
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BEAC A 160 A_Beacon
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Wait
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Death:
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BEAC A 1 A_FadeOut(0.015)
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Loop
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}
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}
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