mirror of
https://github.com/ZDoom/qzdoom.git
synced 2025-01-18 07:02:03 +00:00
- Fixed: AActor::CopyFriendliness must not copy the target if it has the
MF3_NOTARGET flag set. - Fixed: Picking up weapons in deathmatch gives 2.5 times as much ammo as in other modes. SVN r547 (trunk)
This commit is contained in:
parent
f62032ac6a
commit
09f5bbc2d3
3 changed files with 13 additions and 1 deletions
|
@ -1,3 +1,9 @@
|
||||||
|
September 25, 2007 (Changes by Graf Zahl)
|
||||||
|
- Fixed: AActor::CopyFriendliness must not copy the target if it has the
|
||||||
|
MF3_NOTARGET flag set.
|
||||||
|
- Fixed: Picking up weapons in deathmatch gives 2.5 times as much ammo as
|
||||||
|
in other modes.
|
||||||
|
|
||||||
September 23, 2007 (Changes by Graf Zahl)
|
September 23, 2007 (Changes by Graf Zahl)
|
||||||
- fixed: The #include command in DECORATE always tried to look up the name
|
- fixed: The #include command in DECORATE always tried to look up the name
|
||||||
as a normal WAD lump name. It only should do that if the name is not longer
|
as a normal WAD lump name. It only should do that if the name is not longer
|
||||||
|
|
|
@ -248,6 +248,12 @@ AAmmo *AWeapon::AddAmmo (AActor *other, const PClass *ammotype, int amount)
|
||||||
{
|
{
|
||||||
return NULL;
|
return NULL;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// [BC] This behavior is from the original Doom. Give 5/2 times as much ammo when
|
||||||
|
// we pick up a weapon in deathmatch.
|
||||||
|
if (( deathmatch ) && ( gameinfo.gametype == GAME_Doom ))
|
||||||
|
amount = amount * 5 / 2;
|
||||||
|
|
||||||
// extra ammo in baby mode and nightmare mode
|
// extra ammo in baby mode and nightmare mode
|
||||||
if (!(this->ItemFlags&IF_IGNORESKILL))
|
if (!(this->ItemFlags&IF_IGNORESKILL))
|
||||||
{
|
{
|
||||||
|
|
|
@ -866,7 +866,7 @@ void AActor::CopyFriendliness (const AActor *other, bool changeTarget)
|
||||||
flags3 = (flags3 & ~(MF3_NOSIGHTCHECK | MF3_HUNTPLAYERS)) | (other->flags3 & (MF3_NOSIGHTCHECK | MF3_HUNTPLAYERS));
|
flags3 = (flags3 & ~(MF3_NOSIGHTCHECK | MF3_HUNTPLAYERS)) | (other->flags3 & (MF3_NOSIGHTCHECK | MF3_HUNTPLAYERS));
|
||||||
flags4 = (flags4 & ~MF4_NOHATEPLAYERS) | (other->flags4 & MF4_NOHATEPLAYERS);
|
flags4 = (flags4 & ~MF4_NOHATEPLAYERS) | (other->flags4 & MF4_NOHATEPLAYERS);
|
||||||
FriendPlayer = other->FriendPlayer;
|
FriendPlayer = other->FriendPlayer;
|
||||||
if (changeTarget)
|
if (changeTarget && !(other->target->flags3 & MF3_NOTARGET))
|
||||||
{
|
{
|
||||||
// LastHeard must be set as well so that A_Look can react to the new target if called
|
// LastHeard must be set as well so that A_Look can react to the new target if called
|
||||||
LastHeard = target = other->target;
|
LastHeard = target = other->target;
|
||||||
|
|
Loading…
Reference in a new issue