- Fixed: player.colorrange didn't read the parameters correctly.

- Reverted an 'optimization' in d_dehacked.cpp that didn't work.


SVN r1247 (trunk)
This commit is contained in:
Christoph Oelckers 2008-09-24 23:22:55 +00:00
parent ec1cfdd236
commit b21d837b5a
3 changed files with 14 additions and 5 deletions

View file

@ -1,3 +1,11 @@
September 24, 2008 (Changes by Graf Zahl)
- Fixed: player.colorrange didn't read the parameters correctly.
- Reverted an 'optimization' in d_dehacked.cpp that didn't work.
September 23, 2008 (Changes by Graf Zahl)
- Fixed: Old style decorations forgot all inherited states when installing
their labels.
September 22, 2008 (Changes by Graf Zahl)
- Used the one unused byte in the state structure as a flag to tell what type
the NextState parameter is. The code did some rather unsafe checks with it

View file

@ -2583,15 +2583,16 @@ void FinishDehPatch ()
AActor *defaults2 = GetDefaultByType (subclass);
memcpy (defaults2, defaults1, sizeof(AActor));
// Make a copy the state labels
// Make a copy the replaced class's state labels
FStateDefinitions statedef;
statedef.MakeStateDefines(type);
if (!type->IsDescendantOf(RUNTIME_CLASS(AInventory)))
{
// If this is a hacked non-inventory item we must also copy AInventory's special states
FStateDefinitions statedef;
statedef.MakeStateDefines(type);
statedef.AddStateDefines(RUNTIME_CLASS(AInventory)->ActorInfo->StateList);
statedef.InstallStates(subclass->ActorInfo, defaults2);
}
statedef.InstallStates(subclass->ActorInfo, defaults2);
// Use the DECORATE replacement feature to redirect all spawns
// of the original class to the new one.

View file

@ -1835,7 +1835,7 @@ DEFINE_CLASS_PROPERTY_PREFIX(player, face, S, PlayerPawn)
DEFINE_CLASS_PROPERTY_PREFIX(player, colorrange, I_I, PlayerPawn)
{
PROP_INT_PARM(start, 0);
PROP_INT_PARM(end, 0);
PROP_INT_PARM(end, 1);
if (start > end)
swap (start, end);