- 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:
Randy Heit 2009-02-07 01:37:06 +00:00
parent 8d9bc8cc67
commit 1aed25f666
2 changed files with 7 additions and 5 deletions

View file

@ -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.

View file

@ -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);