mirror of
https://github.com/ZDoom/qzdoom-gpl.git
synced 2024-11-15 16:51:31 +00:00
- Commented out the CALL_ACTION(A_Look, actor) for targetless friendly
monsters in A_DoChase(). They can still find new targets without this, and with it, they got stuck on the first frame of their see state. SVN r1410 (trunk)
This commit is contained in:
parent
8d9bc8cc67
commit
1aed25f666
2 changed files with 7 additions and 5 deletions
|
@ -1,4 +1,7 @@
|
|||
February 6, 2009
|
||||
- Commented out the CALL_ACTION(A_Look, actor) for targetless friendly
|
||||
monsters in A_DoChase(). They can still find new targets without this,
|
||||
and with it, they got stuck on the first frame of their see state.
|
||||
- Fixed: Keys bound in a custom key section would unbind the key in the
|
||||
main game section.
|
||||
- Fixed scrolling of the automap background on a rotated automap.
|
||||
|
|
|
@ -1545,7 +1545,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_Look)
|
|||
self->special = 0;
|
||||
self->goal = iterator.Next ();
|
||||
self->reactiontime = self->args[2] * TICRATE + level.maptime;
|
||||
if (self->args[3] == 0) self->flags5 &=~ MF5_CHASEGOAL;
|
||||
if (self->args[3] == 0) self->flags5 &= ~MF5_CHASEGOAL;
|
||||
else self->flags5 |= MF5_CHASEGOAL;
|
||||
}
|
||||
|
||||
|
@ -1583,7 +1583,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_Look)
|
|||
if (self->IsFriend (targ)) // be a little more precise!
|
||||
{
|
||||
// If we find a valid target here, the wandering logic should *not*
|
||||
// be activated! If would cause the seestate to be set twice.
|
||||
// be activated! It would cause the seestate to be set twice.
|
||||
if (P_LookForPlayers (self, self->flags4 & MF4_LOOKALLAROUND))
|
||||
goto seeyou;
|
||||
|
||||
|
@ -1610,8 +1610,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_Look)
|
|||
goto seeyou;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
if (!P_LookForPlayers (self, self->flags4 & MF4_LOOKALLAROUND))
|
||||
return;
|
||||
|
||||
|
@ -1871,7 +1870,7 @@ void A_DoChase (AActor *actor, bool fastchase, FState *meleestate, FState *missi
|
|||
{
|
||||
if (actor->flags & MF_FRIENDLY)
|
||||
{
|
||||
CALL_ACTION(A_Look, actor);
|
||||
//CALL_ACTION(A_Look, actor);
|
||||
if (actor->target == NULL)
|
||||
{
|
||||
if (!dontmove) CALL_ACTION(A_Wander, actor);
|
||||
|
|
Loading…
Reference in a new issue