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tmfloorthing and tmhitthing are set to NULL at the start of P_MobjThinker, preventing any weird cases of carrying over the previous mobj's floor object or such.
This fixes the issue with upside-down springs shooting downwards if you touch another of its kind. Also fixes one of the issues with monitors in Icicle Falls (after you phase inside the East-most float-bob FOF's monitor via the other bug and jump up to break it while there, the NEXT monitor moves upwards too)
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3 changed files with 4 additions and 2 deletions
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@ -276,7 +276,7 @@ boolean P_LookForPlayers(mobj_t *actor, boolean allaround, boolean tracer, fixed
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extern boolean floatok;
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extern fixed_t tmfloorz;
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extern fixed_t tmceilingz;
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extern mobj_t *tmfloorthing, *tmthing;
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extern mobj_t *tmfloorthing, *tmhitthing, *tmthing;
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extern camera_t *mapcampointer;
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/* cphipps 2004/08/30 */
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@ -47,7 +47,7 @@ boolean floatok;
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fixed_t tmfloorz, tmceilingz;
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static fixed_t tmdropoffz, tmdrpoffceilz; // drop-off floor/ceiling heights
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mobj_t *tmfloorthing; // the thing corresponding to tmfloorz or NULL if tmfloorz is from a sector
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static mobj_t *tmhitthing; // the solid thing you bumped into (for collisions)
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mobj_t *tmhitthing; // the solid thing you bumped into (for collisions)
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// keep track of the line that lowers the ceiling,
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// so missiles don't explode against sky hack walls
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@ -5450,6 +5450,8 @@ void P_MobjThinker(mobj_t *mobj)
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mobj->eflags &= ~(MFE_PUSHED|MFE_SPRUNG);
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tmfloorthing = tmhitthing = NULL;
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// 970 allows ANY mobj to trigger a linedef exec
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if (mobj->subsector && GETSECSPECIAL(mobj->subsector->sector->special, 2) == 8)
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{
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