- Fixed: Dead players didn't get the MF_CORPSE flag set.

- Fixed: The internal definition of Floor_LowerToNearest had incorrect parameter
  settings.
- Fixed: Heretic's ActivatedTimeBomb had the same spawn ID as the inventory item.
- fixed: Heretic's mace did not have its spawn ID set.


SVN r1052 (trunk)
This commit is contained in:
Christoph Oelckers 2008-06-28 12:24:15 +00:00
parent e391fe1aeb
commit 0fc5a541b3
8 changed files with 16 additions and 6 deletions

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@ -1,3 +1,10 @@
June 28, 2008 (Changes by Graf Zahl)
- Fixed: Dead players didn't get the MF_CORPSE flag set.
- Fixed: The internal definition of Floor_LowerToNearest had incorrect parameter
settings.
- Fixed: Heretic's ActivatedTimeBomb had the same spawn ID as the inventory item.
- fixed: Heretic's mace did not have its spawn ID set.
June 26, 2008
- For controls that are not bound, the customize controls menu now displays
a black --- instead of ???.

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@ -19,7 +19,7 @@ DEFINE_SPECIAL(StartConversation, 18, 1, 2)
DEFINE_SPECIAL(Thing_Stop, 19, 1, 1)
DEFINE_SPECIAL(Floor_LowerByValue, 20, 3, 3)
DEFINE_SPECIAL(Floor_LowerToLowest, 21, 2, 2)
DEFINE_SPECIAL(Floor_LowerToNearest, 22, 3, 3)
DEFINE_SPECIAL(Floor_LowerToNearest, 22, 2, 2)
DEFINE_SPECIAL(Floor_RaiseByValue, 23, 3, 3)
DEFINE_SPECIAL(Floor_RaiseToHighest, 24, 2, 2)
DEFINE_SPECIAL(Floor_RaiseToNearest, 25, 2, 2)

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@ -81,7 +81,7 @@ FState AActivatedTimeBomb::States[] =
S_BRIGHT (XPL1, 'F', 4, NULL , NULL)
};
IMPLEMENT_ACTOR (AActivatedTimeBomb, Heretic, -1, 72)
IMPLEMENT_ACTOR (AActivatedTimeBomb, Heretic, -1, 0)
PROP_Flags (MF_NOGRAVITY)
PROP_RenderStyle (STYLE_Translucent)
PROP_Alpha (HR_SHADOW)

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@ -872,7 +872,7 @@ BEGIN_DEFAULTS (AMace, Heretic, -1, 0)
PROP_Inventory_PickupMessage("$TXT_WPNMACE")
END_DEFAULTS
IMPLEMENT_STATELESS_ACTOR (AMacePowered, Heretic, -1, 0)
IMPLEMENT_STATELESS_ACTOR (AMacePowered, Heretic, -1, 31)
PROP_Weapon_Flags (WIF_POWERED_UP|WIF_BOT_REACTION_SKILL_THING|WIF_BOT_EXPLOSIVE)
PROP_Weapon_AmmoUse1 (USE_MACE_AMMO_2)
PROP_Weapon_AmmoGive1 (0)

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@ -147,7 +147,7 @@ struct FOptionalMapinfoData
FOptionalMapinfoData *Next;
FName identifier;
FOptionalMapinfoData() { Next = NULL; identifier = NAME_None; }
virtual ~FOptionalMapinfoData() = 0;
virtual ~FOptionalMapinfoData() {}
virtual FOptionalMapinfoData *Clone() const = 0;
};

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@ -2122,6 +2122,9 @@ static bool P_CheckForResurrection(AActor *self, bool usevilestates)
if (raisestate == NULL)
continue; // monster doesn't have a raise state
if (corpsehit->IsKindOf(RUNTIME_CLASS(APlayerPawn)))
continue; // do not resurrect players
// use the current actor's radius instead of the Arch Vile's default.
fixed_t maxdist = corpsehit->GetDefault()->radius + self->radius;

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@ -388,7 +388,7 @@ void AActor::Die (AActor *source, AActor *inflictor)
flags &= ~(MF_SHOOTABLE|MF_FLOAT|MF_SKULLFLY);
if (!(flags4 & MF4_DONTFALL)) flags&=~MF_NOGRAVITY;
flags |= MF_DROPOFF;
if ((flags3 & MF3_ISMONSTER) || FindState(NAME_Raise) != NULL)
if ((flags3 & MF3_ISMONSTER) || FindState(NAME_Raise) != NULL || IsKindOf(RUNTIME_CLASS(APlayerPawn)))
{ // [RH] Only monsters get to be corpses.
// Objects with a raise state should get the flag as well so they can
// be revived by an Arch-Vile. Batman Doom needs this.

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@ -739,7 +739,7 @@ static bool CheckNumParm(FScanner &sc)
}
else
{
return !!sc.CheckNumber();
return sc.CheckNumber();
}
}