- Skip the MF2_PASSMOBJ height checks in PIT_CheckThing() for ripper missiles.

SVN r4135 (trunk)
This commit is contained in:
Randy Heit 2013-02-14 04:40:29 +00:00
parent 70fa9e7b84
commit 0a2e42c090

View file

@ -905,13 +905,17 @@ bool PIT_CheckThing (AActor *thing, FCheckPosition &tm)
// you can use a scrolling floor to move scenery items underneath a bridge.
if ((tm.thing->flags2 & MF2_PASSMOBJ || thing->flags4 & MF4_ACTLIKEBRIDGE) && !(i_compatflags & COMPATF_NO_PASSMOBJ))
{ // check if a mobj passed over/under another object
if (tm.thing->flags3 & thing->flags3 & MF3_DONTOVERLAP)
{ // Some things prefer not to overlap each other, if possible
return unblocking;
}
if ((tm.thing->z >= topz) || (tm.thing->z + tm.thing->height <= thing->z))
if (!(tm.thing->flags & MF_MISSILE) ||
!(tm.thing->flags2 & MF2_RIP) ||
(thing->flags5 & MF5_DONTRIP) ||
(tm.thing->flags6 & MF6_NOBOSSRIP) && (thing->flags2 & MF2_BOSS))
{
return true;
if (tm.thing->flags3 & thing->flags3 & MF3_DONTOVERLAP)
{ // Some things prefer not to overlap each other, if possible
return unblocking;
}
if ((tm.thing->z >= topz) || (tm.thing->z + tm.thing->height <= thing->z))
return true;
}
}
@ -2878,7 +2882,7 @@ extern FRandom pr_bounce;
bool P_BounceActor (AActor *mo, AActor *BlockingMobj, bool ontop)
{
if (mo && BlockingMobj && ((mo->BounceFlags & BOUNCE_AllActors)
|| ((mo->flags & MF_MISSILE) && (BlockingMobj->flags2 & MF2_REFLECTIVE))
|| ((mo->flags & MF_MISSILE) && (!(mo->flags2 & MF2_RIP) || (BlockingMobj->flags5 & MF5_DONTRIP) || ((mo->flags6 & MF6_NOBOSSRIP) && (BlockingMobj->flags2 & MF2_BOSS))) && (BlockingMobj->flags2 & MF2_REFLECTIVE))
|| ((BlockingMobj->player == NULL) && (!(BlockingMobj->flags3 & MF3_ISMONSTER)))
))
{