- Fixed: The pickup message for Hexen's fighter's axe was assigned to the

AxePuff, not the weapon itself.
- Fixed: P_RunEffects used the consoleplayer's camera without checking its
  validity.
- Fixed: CopyFriendliness needs to copy target to LastHeard as well in order
  to make newly spawned monsters chase their spawner's target.


SVN r278 (trunk)
This commit is contained in:
Christoph Oelckers 2006-08-01 22:11:49 +00:00
parent 5ac0789e6e
commit effa46975e
4 changed files with 15 additions and 3 deletions

View file

@ -1,3 +1,11 @@
August 1, 2006 (Changes by Graf Zahl)
- Fixed: The pickup message for Hexen's fighter's axe was assigned to the
AxePuff, not the weapon itself.
- Fixed: P_RunEffects used the consoleplayer's camera without checking its
validity.
- Fixed: CopyFriendliness needs to copy target to LastHeard as well in order
to make newly spawned monsters chase their spawner's target.
July 31, 2006 (Changes by Graf Zahl) July 31, 2006 (Changes by Graf Zahl)
- Added a type check to Spawn(actorname,...) to allow it to print a - Added a type check to Spawn(actorname,...) to allow it to print a
meaningful message instead of the nondescript meaningful message instead of the nondescript

View file

@ -116,6 +116,7 @@ IMPLEMENT_ACTOR (AFWeapAxe, Hexen, 8010, 27)
PROP_Weapon_Kickback (150) PROP_Weapon_Kickback (150)
PROP_Weapon_YAdjust (0-12) PROP_Weapon_YAdjust (0-12)
PROP_Weapon_AmmoType1 ("Mana1") PROP_Weapon_AmmoType1 ("Mana1")
PROP_Inventory_PickupMessage("$TXT_WEAPON_F2")
END_DEFAULTS END_DEFAULTS
FState *AFWeapAxe::GetUpState () FState *AFWeapAxe::GetUpState ()
@ -170,7 +171,6 @@ IMPLEMENT_ACTOR (AAxePuff, Hexen, -1, 0)
PROP_SeeSound ("FighterAxeHitThing") PROP_SeeSound ("FighterAxeHitThing")
PROP_AttackSound ("FighterHammerHitWall") PROP_AttackSound ("FighterHammerHitWall")
PROP_ActiveSound ("FighterHammerMiss") PROP_ActiveSound ("FighterHammerMiss")
PROP_Inventory_PickupMessage("$TXT_WEAPON_F2")
END_DEFAULTS END_DEFAULTS
// Glowing Axe Puff --------------------------------------------------------- // Glowing Axe Puff ---------------------------------------------------------

View file

@ -144,7 +144,10 @@ void P_ThinkParticles ()
// //
void P_RunEffects () void P_RunEffects ()
{ {
int pnum = int(players[consoleplayer].camera->Sector - sectors) * numsectors; if (players[consoleplayer].camera == NULL) return;
int pnum = int(players[consoleplayer].camera->Sector - sectors) * numsectors;
AActor *actor; AActor *actor;
TThinkerIterator<AActor> iterator; TThinkerIterator<AActor> iterator;

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@ -862,7 +862,8 @@ void AActor::CopyFriendliness (const AActor *other, bool changeTarget)
FriendPlayer = other->FriendPlayer; FriendPlayer = other->FriendPlayer;
if (changeTarget) if (changeTarget)
{ {
target = other->target; // LastHeard must be set as well so that A_Look can react to the new target if called
LastHeard = target = other->target;
} }
level.total_monsters += CountsAsKill(); level.total_monsters += CountsAsKill();
} }