Merge branch 'fix-boss2pogotarget' into 'next'

Make several actions actually check for a player smh (Fixes #387)

Closes #387

See merge request STJr/SRB2!1340
This commit is contained in:
LJ Sonic 2021-01-25 18:11:38 -05:00
commit 36c193f317

View file

@ -4912,7 +4912,7 @@ void A_ThrownRing(mobj_t *actor)
}
if (actor->tracer && (actor->tracer->health)
&& (actor->tracer->player->powers[pw_shield] & SH_PROTECTELECTRIC))// Already found someone to follow.
&& (actor->tracer->player && actor->tracer->player->powers[pw_shield] & SH_PROTECTELECTRIC))// Already found someone to follow.
{
const INT32 temp = actor->threshold;
actor->threshold = 32000;
@ -5920,13 +5920,18 @@ void A_DetonChase(mobj_t *actor)
if (actor->reactiontime == -42)
{
fixed_t xyspeed;
fixed_t xyspeed, speed;
if (actor->target->player)
speed = actor->target->player->normalspeed;
else
speed = actor->target->info->speed;
actor->reactiontime = -42;
exact = actor->movedir>>ANGLETOFINESHIFT;
xyspeed = FixedMul(FixedMul(actor->tracer->player->normalspeed,3*FRACUNIT/4), FINECOSINE(exact));
actor->momz = FixedMul(FixedMul(actor->tracer->player->normalspeed,3*FRACUNIT/4), FINESINE(exact));
xyspeed = FixedMul(FixedMul(speed,3*FRACUNIT/4), FINECOSINE(exact));
actor->momz = FixedMul(FixedMul(speed,3*FRACUNIT/4), FINESINE(exact));
exact = actor->angle>>ANGLETOFINESHIFT;
actor->momx = FixedMul(xyspeed, FINECOSINE(exact));
@ -7521,7 +7526,7 @@ void A_Boss2PogoTarget(mobj_t *actor)
}
// Target hit, retreat!
if (actor->target->player->powers[pw_flashing] > TICRATE || actor->flags2 & MF2_FRET)
if ((actor->target->player && actor->target->player->powers[pw_flashing] > TICRATE) || actor->flags2 & MF2_FRET)
{
UINT8 prandom = P_RandomByte();
actor->z++; // unstick from the floor
@ -7532,7 +7537,7 @@ void A_Boss2PogoTarget(mobj_t *actor)
// Try to land on top of the player.
else if (FixedHypot(actor->x-actor->target->x, actor->y-actor->target->y) < FixedMul(512*FRACUNIT, actor->scale))
{
fixed_t airtime, gravityadd, zoffs;
fixed_t airtime, gravityadd, zoffs, height;
// check gravity in the sector (for later math)
P_CheckGravity(actor, true);
@ -7554,7 +7559,13 @@ void A_Boss2PogoTarget(mobj_t *actor)
// Remember, kids!
// Reduced down Calculus lets you avoid bad 'logic math' loops!
//airtime = FixedDiv(-actor->momz<<1, gravityadd)<<1; // going from 0 to 0 is much simpler
zoffs = (P_GetPlayerHeight(actor->target->player)>>1) + (actor->target->floorz - actor->floorz); // offset by the difference in floor height plus half the player height,
if (actor->target->player)
height = P_GetPlayerHeight(actor->target->player) >> 1;
else
height = actor->target->height >> 1;
zoffs = height + (actor->target->floorz - actor->floorz); // offset by the difference in floor height plus half the player height,
airtime = FixedDiv((-actor->momz - FixedSqrt(FixedMul(actor->momz,actor->momz)+zoffs)), gravityadd)<<1; // to try and land on their head rather than on their feet
actor->angle = R_PointToAngle2(actor->x, actor->y, actor->target->x, actor->target->y);