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- Fixed: EV_Teleport() did not set players to their idle state, so if they
were running when the teleported, they would still be running afterward even though they weren't moving anywhere. Normally, P_XYMovement() does this when they stop due to friction. - Fixed: AActor::TakeSpecialDamage() completely bypassed the standard rules for target switching on actors with MF5_NODAMAGE set. - Changed the return values of the ACS spawn, spawnspot, and spawnspotfacing commands to be the total count of things spawned, rather than a pretty much useless reference to the actor spawned at the last map spot. - Fixed: DLevelScript::DoSpawn() takes a byte angle, but DoSpawnSpotFacing() passed it a full-length angle. - Fixed: When MF_SKULLFLY is removed because an actor slams into something, it was set to a see or spawn state, resetting its tic count and bypassing the effectiveness of the MF2_DORMANT flag. While I was at it, I decided dormant skulls shouldn't do slamming damage, either. - Fixed: P_Thing_Spawn() returned success only if all thing instances were successfully spawned. As long as at least one thing was spawned, it should be considered a success. - Fixed: Flipped single rotation sprites were only flipped every other 22.5 degree interval. SVN r484 (trunk)
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6 changed files with 58 additions and 19 deletions
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February 14, 2007
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- Fixed: EV_Teleport() did not set players to their idle state, so if they
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were running when the teleported, they would still be running afterward
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even though they weren't moving anywhere. Normally, P_XYMovement() does
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this when they stop due to friction.
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- Fixed: AActor::TakeSpecialDamage() completely bypassed the standard rules
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for target switching on actors with MF5_NODAMAGE set.
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- Changed the return values of the ACS spawn, spawnspot, and spawnspotfacing
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commands to be the total count of things spawned, rather than a pretty
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much useless reference to the actor spawned at the last map spot.
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- Fixed: DLevelScript::DoSpawn() takes a byte angle, but DoSpawnSpotFacing()
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passed it a full-length angle.
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- Fixed: When MF_SKULLFLY is removed because an actor slams into something,
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it was set to a see or spawn state, resetting its tic count and bypassing
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the effectiveness of the MF2_DORMANT flag. While I was at it, I decided
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dormant skulls shouldn't do slamming damage, either.
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- Fixed: P_Thing_Spawn() returned success only if all thing instances were
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successfully spawned. As long as at least one thing was spawned, it should
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be considered a success.
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- Fixed: Flipped single rotation sprites were only flipped every other 22.5
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degree interval.
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- Fixed: S_ClearSoundData() did not stop any channels before freeing the
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samples, a problem for the alternate sound renderer if it happened to be
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playing any sounds at the time, since it would try to keep on playing them.
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