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- Fixed: In multiplayer games, when trying to change targets, A_Chase forgot
to check whether the new target was the same as the old one and treated this case as a real target change. SVN r234 (trunk)
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2 changed files with 7 additions and 1 deletions
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@ -1,3 +1,8 @@
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July 1, 2006 (Changes by Graf Zahl)
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- Fixed: In multiplayer games, when trying to change targets, A_Chase forgot
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to check whether the new target was the same as the old one and treated
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this case as a real target change.
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June 29, 2006
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- Added some hackery at the start of MouseRead_Win32() that prevents it from
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yanking the mouse around if they keys haven't been read yet to combat the
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@ -2009,12 +2009,13 @@ void A_DoChase (AActor *actor, bool fastchase, FState *meleestate, FState *missi
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actor->flags3 &= ~MF3_NOSIGHTCHECK;
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lookForBetter = true;
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}
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AActor * oldtarget = actor->target;
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gotNew = P_LookForPlayers (actor, true);
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if (lookForBetter)
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{
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actor->flags3 |= MF3_NOSIGHTCHECK;
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}
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if (gotNew)
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if (gotNew && actor->target != oldtarget)
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{
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actor->flags &= ~MF_INCHASE;
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return; // got a new target
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