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- fix a few errors in last commit
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5aba0c144c
commit
af0f84183a
1 changed files with 9 additions and 9 deletions
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@ -121,7 +121,7 @@ TArray<spechit_t> portalhit;
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bool P_ShouldPassThroughPlayer(AActor *self, AActor *other)
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{
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return (dmgflags3 & DF3_NO_PLAYER_CLIP) &&
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return (dmflags3 & DF3_NO_PLAYER_CLIP) &&
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other->player && other->player->mo == other &&
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self->IsFriend(other);
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}
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@ -526,7 +526,7 @@ bool P_TeleportMove(AActor* thing, const DVector3 &pos, bool telefrag, bool modi
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if ((thing->IsKindOf(NAME_Inventory) || (thing->flags2 & MF2_TELESTOMP)) && !(thing->flags & MF_SOLID) && ((th->flags3 & MF3_ISMONSTER) || th->player != nullptr))
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continue;
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if (thing->player && P_ShouldPassThroughPlayer(tmf.thing, th))
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if (tmf.thing->player && P_ShouldPassThroughPlayer(tmf.thing, th))
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continue;
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// monsters don't stomp things except on boss level
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@ -1389,7 +1389,7 @@ bool PIT_CheckThing(FMultiBlockThingsIterator &it, FMultiBlockThingsIterator::Ch
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if ((tm.thing->flags6 & MF6_THRUSPECIES) && (tm.thing->GetSpecies() == thing->GetSpecies()))
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return true;
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if (thing->player && P_ShouldPassThroughPlayer(tm.thing, thing))
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if (tm.thing->player && P_ShouldPassThroughPlayer(tm.thing, thing))
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return true;
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tm.thing->BlockingMobj = thing;
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@ -1579,7 +1579,7 @@ bool PIT_CheckThing(FMultiBlockThingsIterator &it, FMultiBlockThingsIterator::Ch
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return true;
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}
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if (thing->player && P_ShouldPassThroughPlayer(tm.thing->target, thing) && (!(tm.thing->flags8 & MF8_HITOWNER) || tm.thing->target->player != thing->player))
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if (tm.thing->player && P_ShouldPassThroughPlayer(tm.thing->target, thing) && (!(tm.thing->flags8 & MF8_HITOWNER) || tm.thing->target->player != thing->player))
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return true;
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double clipheight;
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@ -2128,7 +2128,7 @@ int P_TestMobjZ(AActor *actor, bool quick, AActor **pOnmobj)
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{ // If they cannot collide, they cannot block each other.
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continue;
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}
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if (thing->player && P_ShouldPassThroughPlayer(actor, thing))
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if (actor->player && P_ShouldPassThroughPlayer(actor, thing))
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{
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continue;
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}
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@ -4198,7 +4198,7 @@ struct aim_t
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if (aimtarget != NULL && th != aimtarget)
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continue; // only care about target, and you're not it
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if (thing->player && P_ShouldPassThroughPlayer(shootthing, th))
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if (shootthing->player && P_ShouldPassThroughPlayer(shootthing, th))
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continue;
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// If we want to start a conversation anything that has one should be
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@ -4493,7 +4493,7 @@ static ETraceStatus CheckForActor(FTraceResults &res, void *userdata)
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(data->MThruSpecies && res.Actor->GetSpecies() == data->Caller->GetSpecies()) ||
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(data->ThruSpecies && res.Actor->GetSpecies() == data->PuffSpecies) ||
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(data->hitGhosts && res.Actor->flags3 & MF3_GHOST) ||
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(thing->player && P_ShouldPassThroughPlayer(data->Caller, res.Actor)))
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(data->Caller->player && P_ShouldPassThroughPlayer(data->Caller, res.Actor)))
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{
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return TRACE_Skip;
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}
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@ -5234,7 +5234,7 @@ static ETraceStatus ProcessRailHit(FTraceResults &res, void *userdata)
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(data->MThruSpecies && res.Actor->GetSpecies() == data->Caller->GetSpecies()) ||
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(data->ThruSpecies && res.Actor->GetSpecies() == data->PuffSpecies) ||
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(data->ThruGhosts && res.Actor->flags3 & MF3_GHOST) ||
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(thing->player && P_ShouldPassThroughPlayer(data->Caller, res.Actor)))
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(data->Caller->player && P_ShouldPassThroughPlayer(data->Caller, res.Actor)))
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{
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return TRACE_Skip;
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}
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@ -6054,7 +6054,7 @@ int P_RadiusAttack(AActor *bombspot, AActor *bombsource, int bombdamage, int bom
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continue;
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}
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if (thing->player && P_ShouldPassThroughPlayer(bombsource, thing) && thing != bombsource)
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if (bombsource->player && P_ShouldPassThroughPlayer(bombsource, thing) && thing != bombsource)
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continue;
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// MBF21
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