- fixed: Blasted objects should also be subject to being checked with CanCollideWith.

This commit is contained in:
Christoph Oelckers 2016-12-04 10:34:36 +01:00
parent 71e8f09126
commit 18b953dd50

View file

@ -1243,7 +1243,7 @@ bool PIT_CheckThing(FMultiBlockThingsIterator &it, FMultiBlockThingsIterator::Ch
// The checks here are to do this only for conditions that would later result in an action, calling this for everything would be too much of a drag if // The checks here are to do this only for conditions that would later result in an action, calling this for everything would be too much of a drag if
// too many scripted overrides were being used, as PIT_CheckThing is even called for touching all the monster corpses lying around. // too many scripted overrides were being used, as PIT_CheckThing is even called for touching all the monster corpses lying around.
if (((thing->flags & MF_SOLID) || (thing->flags6 & (MF6_TOUCHY | MF6_BUMPSPECIAL))) && if (((thing->flags & MF_SOLID) || (thing->flags6 & (MF6_TOUCHY | MF6_BUMPSPECIAL))) &&
((tm.thing->flags & (MF_SOLID|MF_MISSILE)) || (tm.thing->flags6 & MF6_BLOCKEDBYSOLIDACTORS) || (tm.thing->BounceFlags & BOUNCE_MBF))) ((tm.thing->flags & (MF_SOLID|MF_MISSILE)) || (tm.thing->flags2 & MF2_BLASTED) || (tm.thing->flags6 & MF6_BLOCKEDBYSOLIDACTORS) || (tm.thing->BounceFlags & BOUNCE_MBF)))
{ {
static unsigned VIndex = ~0u; static unsigned VIndex = ~0u;
if (VIndex == ~0u) if (VIndex == ~0u)