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- Skip the MF2_PASSMOBJ height checks in PIT_CheckThing() for ripper missiles.
SVN r4135 (trunk)
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70fa9e7b84
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0a2e42c090
1 changed files with 11 additions and 7 deletions
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@ -905,13 +905,17 @@ bool PIT_CheckThing (AActor *thing, FCheckPosition &tm)
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// you can use a scrolling floor to move scenery items underneath a bridge.
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if ((tm.thing->flags2 & MF2_PASSMOBJ || thing->flags4 & MF4_ACTLIKEBRIDGE) && !(i_compatflags & COMPATF_NO_PASSMOBJ))
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{ // check if a mobj passed over/under another object
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if (tm.thing->flags3 & thing->flags3 & MF3_DONTOVERLAP)
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{ // Some things prefer not to overlap each other, if possible
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return unblocking;
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}
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if ((tm.thing->z >= topz) || (tm.thing->z + tm.thing->height <= thing->z))
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if (!(tm.thing->flags & MF_MISSILE) ||
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!(tm.thing->flags2 & MF2_RIP) ||
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(thing->flags5 & MF5_DONTRIP) ||
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(tm.thing->flags6 & MF6_NOBOSSRIP) && (thing->flags2 & MF2_BOSS))
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{
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return true;
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if (tm.thing->flags3 & thing->flags3 & MF3_DONTOVERLAP)
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{ // Some things prefer not to overlap each other, if possible
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return unblocking;
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}
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if ((tm.thing->z >= topz) || (tm.thing->z + tm.thing->height <= thing->z))
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return true;
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}
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}
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@ -2878,7 +2882,7 @@ extern FRandom pr_bounce;
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bool P_BounceActor (AActor *mo, AActor *BlockingMobj, bool ontop)
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{
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if (mo && BlockingMobj && ((mo->BounceFlags & BOUNCE_AllActors)
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|| ((mo->flags & MF_MISSILE) && (BlockingMobj->flags2 & MF2_REFLECTIVE))
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|| ((mo->flags & MF_MISSILE) && (!(mo->flags2 & MF2_RIP) || (BlockingMobj->flags5 & MF5_DONTRIP) || ((mo->flags6 & MF6_NOBOSSRIP) && (BlockingMobj->flags2 & MF2_BOSS))) && (BlockingMobj->flags2 & MF2_REFLECTIVE))
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|| ((BlockingMobj->player == NULL) && (!(BlockingMobj->flags3 & MF3_ISMONSTER)))
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))
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{
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