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- Fixed: Don't return false from PIT_CheckThing when a shootable missile hits a nonmonster and
infighting is disabled; let the normal conditions apply. Otherwise, you end up with situations where monster-fired projectiles can collide with pickups. SVN r4198 (trunk)
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1 changed files with 10 additions and 11 deletions
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@ -1075,19 +1075,18 @@ bool PIT_CheckThing (AActor *thing, FCheckPosition &tm)
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// friendliness and hate status.
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if (tm.thing->target->flags & MF_SHOOTABLE)
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{
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if (!(thing->flags3 & MF3_ISMONSTER))
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// Question: Should monsters be allowed to shoot barrels in this mode?
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// The old code does not.
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if (thing->flags3 & MF3_ISMONSTER)
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{
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return false; // Question: Should monsters be allowed to shoot barrels in this mode?
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// The old code does not.
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}
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// Monsters that are clearly hostile can always hurt each other
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if (!thing->IsHostile (tm.thing->target))
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{
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// The same if the shooter hates the target
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if (thing->tid == 0 || tm.thing->target->TIDtoHate != thing->tid)
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// Monsters that are clearly hostile can always hurt each other
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if (!thing->IsHostile (tm.thing->target))
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{
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return false;
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// The same if the shooter hates the target
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if (thing->tid == 0 || tm.thing->target->TIDtoHate != thing->tid)
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{
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return false;
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}
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}
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}
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}
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