- Fixed erroneous P_UndoPlayerMorph calls.

In some places, P_UndoPlayerMorph was called with the 'force' argument placed in the 'unmorphflag' parameter, so that 'forced' unmorphs would be not completely forceful.

I hope no mod relied on this weirdness...
This commit is contained in:
Edoardo Prezioso 2016-04-20 22:59:57 +02:00 committed by Christoph Oelckers
parent 27cc3d6289
commit ad9b9479ec
2 changed files with 3 additions and 3 deletions

View file

@ -514,7 +514,7 @@ bool P_MorphedDeath(AActor *actor, AActor **morphed, int *morphedstyle, int *mor
AActor *realme = actor->player->mo->tracer; AActor *realme = actor->player->mo->tracer;
int realstyle = actor->player->MorphStyle; int realstyle = actor->player->MorphStyle;
int realhealth = actor->health; int realhealth = actor->health;
if (P_UndoPlayerMorph(actor->player, actor->player, !!(actor->player->MorphStyle & MORPH_UNDOBYDEATHFORCED))) if (P_UndoPlayerMorph(actor->player, actor->player, 0, !!(actor->player->MorphStyle & MORPH_UNDOBYDEATHFORCED)))
{ {
*morphed = realme; *morphed = realme;
*morphedstyle = realstyle; *morphedstyle = realstyle;

View file

@ -9455,7 +9455,7 @@ scriptwait:
{ {
if (activator->player) if (activator->player)
{ {
if (P_UndoPlayerMorph(activator->player, activator->player, force)) if (P_UndoPlayerMorph(activator->player, activator->player, 0, force))
{ {
changes++; changes++;
} }
@ -9481,7 +9481,7 @@ scriptwait:
{ {
if (actor->player) if (actor->player)
{ {
if (P_UndoPlayerMorph(activator->player, actor->player, force)) if (P_UndoPlayerMorph(activator->player, actor->player, 0, force))
{ {
changes++; changes++;
} }