- 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)
This commit is contained in:
Randy Heit 2009-03-01 02:19:46 +00:00
parent 42ac64d964
commit d0763f4820
3 changed files with 11 additions and 3 deletions

View file

@ -1,4 +1,9 @@
February 28, 2009 (Changes by Graf Zahl)
February 28, 2009
- 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.
February 28, 2009 (Changes by Graf Zahl)
- Fixed: Strife's quest based line actions also work in Deathmatch.
- Fixed: Gravity application was not correct. For actors with no vertical
momentum the initial pull is supposed to be twice as strong as when

View file

@ -63,7 +63,7 @@ bool ATeleporterBeacon::Use (bool pickup)
}
else
{
drop->SetState (drop->SeeState);
drop->SetState(drop->FindState(NAME_Drop));
drop->target = Owner;
return true;
}
@ -112,6 +112,6 @@ DEFINE_ACTION_FUNCTION(AActor, A_Beacon)
Spawn<ATeleportFog> (rebel->x + 20*finecosine[an], rebel->y + 20*finesine[an], rebel->z + TELEFOGHEIGHT, ALLOW_REPLACE);
if (--self->health < 0)
{
self->Destroy ();
self->SetState(self->FindState(NAME_Death));
}
}

View file

@ -138,5 +138,8 @@ ACTOR TeleporterBeacon : Inventory 10 native
BEAC A 30
BEAC A 160 A_Beacon
Wait
Death:
BEAC A 1 A_FadeOut(0.015)
Loop
}
}