- If SetActivatorToTarget is used for a player-run script, and the player is

alive, it now sets the activator to the actor the player is aiming at. I
  also noticed that this looked like it was a quick copy'n'paste job from
  SetActivator. It returns false if the activator at the end of the function
  was the world, but it never sets the activator to the world. I'm not sure
  that's the best use of the return value.


SVN r1760 (trunk)
This commit is contained in:
Randy Heit 2009-08-08 01:34:20 +00:00
parent 8e1ce082f4
commit d4c8c47796
2 changed files with 23 additions and 3 deletions

View file

@ -1,4 +1,10 @@
August 7, 2009
- If SetActivatorToTarget is used for a player-run script, and the player is
alive, it now sets the activator to the actor the player is aiming at. I
also noticed that this looked like it was a quick copy'n'paste job from
SetActivator. It returns false if the activator at the end of the function
was the world, but it never sets the activator to the world. I'm not sure
that's the best use of the return value.
- Added support for per-SpawnShot spawn lists. (Also fixed a potential
infinite loop, though I'm not sure the parser allowed this condition to
happen.)

View file

@ -2935,9 +2935,23 @@ int DLevelScript::CallFunction(int argCount, int funcIndex, SDWORD *args)
return activator != NULL;
case ACSF_SetActivatorToTarget:
actor = SingleActorFromTID(args[0], NULL);
if (actor != NULL) actor = actor->target;
if (actor != NULL) activator = actor;
// [KS] I revised this a little bit
actor = SingleActorFromTID(args[0], activator);
if (actor != NULL)
{
if (actor->player != NULL && actor->player->playerstate == PST_LIVE)
{
P_BulletSlope(actor, &actor);
}
else
{
actor = actor->target;
}
}
if (actor != NULL)
{
activator = actor;
}
return activator != NULL;
case ACSF_GetActorViewHeight: