- fix a few errors in last commit

This commit is contained in:
Rachael Alexanderson 2023-01-09 12:02:41 -05:00
parent 5aba0c144c
commit af0f84183a
1 changed files with 9 additions and 9 deletions

View File

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