Fixed the bug with ogres on e1m4 - they now spawn in midair and happily try to

kill you again after they fall down. (were exploding when they respawned midair
previously)

This interestingly enough was due to the fact that apparently droptofloor();
does not work if the monster is in death animations. That's OK, I figured it
out. :)

Hikaru
This commit is contained in:
Timothy C. McGrath 2004-02-19 10:10:15 +00:00
parent ed2cdd502a
commit 9e9ddc4017

View file

@ -7,7 +7,7 @@
void () hes_dead_jim = [ self.frame, im_alive, 10 ] { }
void () im_alive = [ 0, (self.th_walk), 0.2 ]
void () im_alive =
{
self.solid = SOLID_SLIDEBOX;
self.movetype = MOVETYPE_STEP;
@ -49,6 +49,8 @@
//Don't stay angry at everyone.
//Side note. NIL is the same as WORLD.
self.enemy = NIL;
//This HAS TO BE SET HERE, or the creature WILL NOT survive the motion test.
self.th_walk();
//We have to set the origin no matter what kind of creature it is, so the
//thing becomes solid again. (Maybe, maybe not? Can't hurt anyway...)