Pop monitors properly so Metal doesn't destroy enemy team's monitors

This commit is contained in:
James R 2019-12-26 19:27:25 -08:00
parent 1dac3d174e
commit 855e61f59e

View file

@ -829,13 +829,10 @@ static boolean PIT_CheckThing(mobj_t *thing)
for (iter = thing->subsector->sector->thinglist; iter; iter = iter->snext)
if (iter->type == thing->type && iter->health > 0 && iter->flags & MF_SOLID && (iter == thing || P_AproxDistance(P_AproxDistance(thing->x - iter->x, thing->y - iter->y), thing->z - iter->z) < 56*thing->scale))//FixedMul(56*FRACUNIT, thing->scale))
P_KillMobj(iter, tmthing, tmthing, 0);
return true;
}
else
{
thing->health = 0;
P_KillMobj(thing, tmthing, tmthing, 0);
}
return true;
return P_DamageMobj(thing, tmthing, tmthing, 1, 0);
}
// vectorise metal - done in a special case as at this point neither has the right flags for touching