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Old behavior: when an operation failed, execution attempted to continue from the next command as if nothing had happened. This behavior was poorly defined and often had unintended consequences; e.g a "random" sprite being operated on because an operation that was supposed to place a sprite id in a gamevar failed, and the previous value was taken as a sprite id instead. New behavior: execution of the state/actor/event halts. Failure of a particular actor is more immediately obvious and unwanted trampling on other parts of the game state does not occur. git-svn-id: https://svn.eduke32.com/eduke32@7195 1a8010ca-5511-0410-912e-c29ae57300e0 |
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src | ||
Dependencies.mak | ||
gpl-2.0.txt |