diff --git a/src/lua_baselib.c b/src/lua_baselib.c index b68d16c2a..018529722 100644 --- a/src/lua_baselib.c +++ b/src/lua_baselib.c @@ -2664,23 +2664,17 @@ static int lib_gSetCustomExitVars(lua_State *L) // Supported: // G_SetCustomExitVars(); [reset to defaults] // G_SetCustomExitVars(int) [nextmap override only] - // G_SetCustomExitVars(bool) [skipstats only] - // G_SetCustomExitVars(int, bool) [both of the above] + // G_SetCustomExitVars(nil, int) [skipstats only] + // G_SetCustomExitVars(int, int) [both of the above] + + nextmapoverride = 0; + skipstats = 0; + if (n >= 1) { - if (lua_isnumber(L, 1) || n >= 2) - { - nextmapoverride = (INT16)luaL_checknumber(L, 1); - lua_remove(L, 1); // remove nextmapoverride; skipstats now 1 if available - } - skipstats = luaL_optinteger(L, 2, 0); + nextmapoverride = (INT16)luaL_optinteger(L, 1, 0); + skipstats = (INT16)luaL_optinteger(L, 2, 0); } - else - { - nextmapoverride = 0; - skipstats = 0; - } - // --- return 0; } diff --git a/src/p_mobj.c b/src/p_mobj.c index c9816f230..a2eaf7cf2 100644 --- a/src/p_mobj.c +++ b/src/p_mobj.c @@ -7833,7 +7833,8 @@ void P_MobjThinker(mobj_t *mobj) boolean dojump = false, targonground, love, makeheart = false; if (mobj->target != player->mo) P_SetTarget(&mobj->target, player->mo); - targonground = (P_IsObjectOnGround(mobj->target) && (player->panim == PA_IDLE || player->panim == PA_WALK || player->panim == PA_RUN)); + // Tatsuru: Don't try to hug them if they're above or below you! + targonground = (P_IsObjectOnGround(mobj->target) && (player->panim == PA_IDLE || player->panim == PA_WALK || player->panim == PA_RUN) && player->mo->z == mobj->z); love = (player->skin == 0 || player->skin == 5); switch (stat) diff --git a/src/p_user.c b/src/p_user.c index ea42a2c36..d409f6bcd 100644 --- a/src/p_user.c +++ b/src/p_user.c @@ -5273,7 +5273,7 @@ static void P_DoJumpStuff(player_t *player, ticcmd_t *cmd) player->secondjump = 0; player->pflags &= ~PF_THOKKED; } - else if (player->pflags & PF_SLIDING || (gametype == GT_CTF && player->gotflag)) + else if (player->pflags & PF_SLIDING || (gametype == GT_CTF && player->gotflag) || player->pflags & PF_SHIELDABILITY) ; /*else if (P_SuperReady(player)) {