- Added a constant name for Skulltag's 128 flag for A_SpawnItemEx. For

compatibility ZDoom needs to define this name, too, even though it doesn't 
  use it.
- Fixed: The nodebuilder could hang on badly set up polyobjects. Now it aborts 
  when the loop iterates NumberOfSegs times.

SVN r1338 (trunk)
This commit is contained in:
Christoph Oelckers 2008-12-31 12:02:08 +00:00
parent 987c878a9a
commit 9098bc1a46
4 changed files with 12 additions and 3 deletions

View file

@ -1,3 +1,10 @@
December 31, 2008 (Changes by Graf Zahl)
- Added a constant name for Skulltag's 128 flag for A_SpawnItemEx. For
compatibility ZDoom needs to define this name, too, even though it doesn't
use it.
- Fixed: The nodebuilder could hang on badly set up polyobjects. Now it aborts
when the loop iterates NumberOfSegs times.
December 30, 2008 (Changes by Graf Zahl)
- Fixed: FMOD calls for setting the water reverb must check the return code
for errors.

View file

@ -251,7 +251,7 @@ void FMugShot::Tick(player_t *player)
CurrentState = NULL;
}
}
if ((player->cmd.ucmd.buttons & (BT_ATTACK|BT_ALTATTACK)) && !(player->cheats & (CF_FROZEN | CF_TOTALLYFROZEN)))
if ((player->cmd.ucmd.buttons & (BT_ATTACK|BT_ALTATTACK)) && !(player->cheats & (CF_FROZEN | CF_TOTALLYFROZEN)) && player->ReadyWeapon)
{
if (RampageTimer != ST_RAMPAGEDELAY)
{

View file

@ -440,6 +440,7 @@ bool FNodeBuilder::GetPolyExtents (int polynum, fixed_t bbox[4])
{
vertex_t start;
unsigned int vert;
unsigned int count = 0;
vert = Segs[i].v1;
@ -451,7 +452,8 @@ bool FNodeBuilder::GetPolyExtents (int polynum, fixed_t bbox[4])
AddSegToBBox (bbox, &Segs[i]);
vert = Segs[i].v2;
i = Vertices[vert].segs;
} while (i != DWORD_MAX && (Vertices[vert].x != start.x || Vertices[vert].y != start.y));
count++; // to prevent endless loops. Stop when this reaches the number of segs.
} while (i != DWORD_MAX && (Vertices[vert].x != start.x || Vertices[vert].y != start.y) && count < Segs.Size());
return true;
}

View file

@ -13,7 +13,7 @@ const int SXF_ABSOLUTEMOMENTUM=8;
const int SXF_SETMASTER=16;
const int SXF_NOCHECKPOSITION = 32;
const int SXF_TELEFRAG=64;
// 128 was uses by Skulltag
const int SXF_CLIENTSPAWN=128; // only used by Skulltag
const int SXF_TRANSFERAMBUSHFLAG=256;
// Flags for A_Chase