Allow SFLAG_NOCLIP to apply to projectile movement

git-svn-id: https://svn.eduke32.com/eduke32@5782 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
terminx 2016-06-21 00:32:28 +00:00
parent e06cabb8aa
commit 3c9f97a58e

View file

@ -2770,7 +2770,7 @@ ACTOR_STATIC void Proj_MoveCustom(int32_t i)
tmpvect.y = (k*(sintable[s->ang&2047]))>>14;
tmpvect.z = ll;
j = A_MoveSprite(i, &tmpvect, CLIPMASK1);
j = A_MoveSprite(i, &tmpvect, (A_CheckSpriteFlags(i, SFLAG_NOCLIP) ? 0 : CLIPMASK1));
} while (!j && --cnt > 0);
if (cst) sprite[s->owner].cstat = cst;
@ -3014,7 +3014,7 @@ ACTOR_STATIC void G_MoveWeapons(void)
tmpvect.x = (k*(sintable[(s->ang+512)&2047]))>>14;
tmpvect.y = (k*(sintable[s->ang&2047]))>>14;
tmpvect.z = ll;
j = A_MoveSprite(i,&tmpvect, CLIPMASK1);
j = A_MoveSprite(i,&tmpvect, (A_CheckSpriteFlags(i, SFLAG_NOCLIP) ? 0 : CLIPMASK1));
}