From 181cfd80b2a742ff24a00592ce1be6da6bedf3f7 Mon Sep 17 00:00:00 2001 From: Randy Heit Date: Fri, 9 Nov 2012 05:14:47 +0000 Subject: [PATCH] - Fixed: Monsters stepping down in A_Chase() should trigger SECSPAC_HitFloor actions. SVN r3951 (trunk) --- src/p_enemy.cpp | 6 +++++- 1 file changed, 5 insertions(+), 1 deletion(-) diff --git a/src/p_enemy.cpp b/src/p_enemy.cpp index a0367123ae..3b0e16a3c1 100644 --- a/src/p_enemy.cpp +++ b/src/p_enemy.cpp @@ -540,7 +540,7 @@ bool P_Move (AActor *actor) !((actor->flags & MF_NOGRAVITY) || (actor->flags6 & MF6_CANJUMP)) && actor->z > actor->floorz && !(actor->flags2 & MF2_ONMOBJ)) { - if (actor->z <= actor->floorz + actor->MaxStepHeight) + if (0 && actor->z <= actor->floorz + actor->MaxStepHeight) { fixed_t savedz = actor->z; actor->z = actor->floorz; @@ -550,6 +550,10 @@ bool P_Move (AActor *actor) { actor->z = savedz; } + else if (actor->floorsector->SecActTarget != NULL) + { // The monster just hit the floor, so trigger any actions. + actor->floorsector->SecActTarget->TriggerAction(actor, SECSPAC_HitFloor); + } } }