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- Fixed a couple issues with calling P_NewChaseDir from wrongful P_Move priority.
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1 changed files with 2 additions and 7 deletions
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@ -2507,16 +2507,11 @@ void A_DoChase (AActor *actor, bool fastchase, FState *meleestate, FState *missi
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fixed_t oldY = actor->Y();
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fixed_t oldY = actor->Y();
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FTextureID oldFloor = actor->floorpic;
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FTextureID oldFloor = actor->floorpic;
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bool movecheck = P_Move(actor);
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// chase towards player
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// chase towards player
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if (actor->movecount >= 0 || !movecheck)
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if ((--actor->movecount < 0 && !(flags & CHF_NORANDOMTURN)) || (!P_Move(actor) && !(flags & CHF_STOPIFBLOCKED)))
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actor->movecount--;
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if (!(flags & CHF_STOPIFBLOCKED))
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{
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{
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if ((!(flags & CHF_NORANDOMTURN) && (actor->movecount < 0)) || !movecheck)
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P_NewChaseDir(actor);
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P_NewChaseDir(actor);
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}
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}
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// if the move was illegal, reset it
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// if the move was illegal, reset it
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// (copied from A_SerpentChase - it applies to everything with CANTLEAVEFLOORPIC!)
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// (copied from A_SerpentChase - it applies to everything with CANTLEAVEFLOORPIC!)
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if (actor->flags2&MF2_CANTLEAVEFLOORPIC && actor->floorpic != oldFloor )
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if (actor->flags2&MF2_CANTLEAVEFLOORPIC && actor->floorpic != oldFloor )
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