ref: 63095fe7950ab830cf7ff03a2feb8a0bf4c9d348
parent: 74a4498e93ff77506e3d30b6f32c0c3f936c86db
author: Jacob Moody <[email protected]>
date: Fri Feb 24 21:21:55 EST 2023
arm64 compilation
--- a/p_enemy.c
+++ b/p_enemy.c
@@ -517,7 +517,8 @@
angle_t an;
fixed_t dist;
- if (!netgame && players[0].health <= 0)
+ player = players;
+ if (!netgame && player->health <= 0)
{ // Single player game and player is dead, look for monsters
return(P_LookForMonsters(actor));
}
@@ -918,7 +919,9 @@
mo->angle = oldMonster.angle;
mo->flags = oldMonster.flags;
mo->health = oldMonster.health;
- mo->target = oldMonster.target;
+ //arm64 allignment
+ //mo->target = oldMonster.target;
+ memcpy(&mo->target, &oldMonster.target, sizeof mo->target);
mo->special = oldMonster.special;
mo->special1 = 5*35; // Next try in 5 seconds
mo->special2 = moType;
@@ -928,7 +931,9 @@
return false;
}
mo->angle = oldMonster.angle;
- mo->target = oldMonster.target;
+ //arm64 allignment
+ //mo->target = oldMonster.target;
+ memcpy(&mo->target, &oldMonster.target, sizeof mo->target);
mo->tid = oldMonster.tid;
mo->special = oldMonster.special;
memcpy(mo->args, oldMonster.args, 5);
--- a/p_inter.c
+++ b/p_inter.c
@@ -1671,7 +1671,9 @@
monster->special2 = moType;
monster->special1 = MORPHTICS + P_Random();
monster->flags |= (oldMonster.flags & MF_SHADOW);
- monster->target = oldMonster.target;
+ //monster->target = oldMonster.target;
+ //arm64 allignment
+ memcpy(&monster->target, &oldMonster.target, sizeof monster->target);
monster->angle = oldMonster.angle;
monster->tid = oldMonster.tid;
monster->special = oldMonster.special;