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- Fixed: R_DrawSkyStriped used frontyScale without initializing it first.
- Fixed: P_LineAttack may not check the puff actor for MF6_FORCEPAIN because it's not necessarily spawned yet. - Fixed: FWeaponSlots::PickNext/PrevWeapon must be limited to one iteration through the weapon slots. Otherwise they will hang if there's no weapons in a player's inventory. SVN r1659 (trunk)
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4 changed files with 22 additions and 5 deletions
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@ -1,4 +1,16 @@
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June 8, 2009
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June 9, 2009 (Changes by Graf Zahl)
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- Fixed: R_DrawSkyStriped used frontyScale without initializing it first.
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- Fixed: P_LineAttack may not check the puff actor for MF6_FORCEPAIN because
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it's not necessarily spawned yet.
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- Fixed: FWeaponSlots::PickNext/PrevWeapon must be limited to one iteration
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through the weapon slots. Otherwise they will hang if there's no weapons
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in a player's inventory.
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- Added Line_SetTextureScale.
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- Fixed: sv_smartaim 3 treated the player like a shootable decoration.
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- Added A_CheckIfInTargetLOS
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- Removed redundant A_CheckIfTargetInSight.
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June 8, 2009
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- Fixed: The initial play of a GME song always started track 0.
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- Fixed: The RAWINPUT buffer that GetRawInputData() fills in is 40 bytes on
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Win32 but 48 bytes on Win64, so Raw Mouse on x64 builds was getting random
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@ -974,6 +974,7 @@ static bool FindMostRecentWeapon(player_t *player, int *slot, int *index)
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AWeapon *FWeaponSlots::PickNextWeapon(player_t *player)
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{
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int startslot, startindex;
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int slotschecked = 0;
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if (player->mo == NULL)
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{
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@ -997,6 +998,7 @@ AWeapon *FWeaponSlots::PickNextWeapon(player_t *player)
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if (++index >= Slots[slot].Size())
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{
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index = 0;
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slotschecked++;
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if (++slot >= NUM_WEAPON_SLOTS)
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{
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slot = 0;
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@ -1009,7 +1011,7 @@ AWeapon *FWeaponSlots::PickNextWeapon(player_t *player)
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return weap;
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}
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}
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while (slot != startslot || index != startindex);
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while ((slot != startslot || index != startindex) && slotschecked < NUM_WEAPON_SLOTS);
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}
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return player->ReadyWeapon;
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}
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@ -1027,6 +1029,7 @@ AWeapon *FWeaponSlots::PickNextWeapon(player_t *player)
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AWeapon *FWeaponSlots::PickPrevWeapon (player_t *player)
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{
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int startslot, startindex;
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int slotschecked = 0;
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if (player->mo == NULL)
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{
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@ -1049,6 +1052,7 @@ AWeapon *FWeaponSlots::PickPrevWeapon (player_t *player)
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{
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if (--index < 0)
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{
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slotschecked++;
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if (--slot < 0)
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{
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slot = NUM_WEAPON_SLOTS - 1;
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@ -1062,7 +1066,7 @@ AWeapon *FWeaponSlots::PickPrevWeapon (player_t *player)
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return weap;
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}
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}
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while (slot != startslot || index != startindex);
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while ((slot != startslot || index != startindex) && slotschecked < NUM_WEAPON_SLOTS);
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}
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return player->ReadyWeapon;
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}
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@ -3244,7 +3244,8 @@ AActor *P_LineAttack (AActor *t1, angle_t angle, fixed_t distance,
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}
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}
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// [GZ] If MF6_FORCEPAIN is set, we need to call P_DamageMobj even if damage is 0!
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if (damage || puff->flags6 & MF6_FORCEPAIN)
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// Note: The puff may not yet be spawned here so we must check the class defaults, not the actor.
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if (damage || (puffDefaults->flags6 & MF6_FORCEPAIN))
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{
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int flags = DMG_INFLICTOR_IS_PUFF;
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// Allow MF5_PIERCEARMOR on a weapon as well.
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@ -906,7 +906,7 @@ static void R_DrawSkyStriped (visplane_t *pl)
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{
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lastskycol[x] = 0xffffffff;
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}
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wallscan (pl->minx, pl->maxx, top, bot, swall, lwall, frontyScale,
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wallscan (pl->minx, pl->maxx, top, bot, swall, lwall, rw_pic->yScale,
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backskytex == NULL ? R_GetOneSkyColumn : R_GetTwoSkyColumns);
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yl = yh;
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yh += drawheight;
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