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- Fixed: Horizontal movement should not trigger bump specials while predicting.
SVN r3855 (trunk)
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parent
a94cf9d548
commit
3a6806942c
2 changed files with 10 additions and 4 deletions
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@ -941,10 +941,13 @@ bool PIT_CheckThing (AActor *thing, FCheckPosition &tm)
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|| ((thing->activationtype & THINGSPEC_MonsterTrigger) && (tm.thing->flags3 & MF3_ISMONSTER))
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|| ((thing->activationtype & THINGSPEC_MissileTrigger) && (tm.thing->flags & MF_MISSILE))
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) && (level.maptime > thing->lastbump)) // Leave the bumper enough time to go away
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{
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if (tm.thing->player == NULL || !(tm.thing->player->cheats & CF_PREDICTING))
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{
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if (P_ActivateThingSpecial(thing, tm.thing))
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thing->lastbump = level.maptime + TICRATE;
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}
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}
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// Check for skulls slamming into things
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if (tm.thing->flags & MF_SKULLFLY)
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@ -3452,10 +3452,13 @@ void AActor::Tick ()
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|| ((onmo->activationtype & THINGSPEC_MonsterTrigger) && (flags3 & MF3_ISMONSTER))
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|| ((onmo->activationtype & THINGSPEC_MissileTrigger) && (flags & MF_MISSILE))
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) && (level.maptime > onmo->lastbump)) // Leave the bumper enough time to go away
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{
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if (player == NULL || !(player->cheats & CF_PREDICTING))
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{
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if (P_ActivateThingSpecial(onmo, this))
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onmo->lastbump = level.maptime + TICRATE;
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}
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}
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if (velz != 0 && (BounceFlags & BOUNCE_Actors))
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{
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P_BounceActor(this, onmo, true);
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