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- Added Gez's thrupushups fix.
SVN r3378 (trunk)
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@ -4763,11 +4763,20 @@ int P_PushUp (AActor *thing, FChangePosition *cpos)
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{
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{
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return 1;
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return 1;
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}
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}
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// [GZ] Skip thing intersect test for THRUACTORS things.
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if (thing->flags2 & MF2_THRUACTORS)
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return 0;
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P_FindAboveIntersectors (thing);
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P_FindAboveIntersectors (thing);
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lastintersect = intersectors.Size ();
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lastintersect = intersectors.Size ();
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for (; firstintersect < lastintersect; firstintersect++)
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for (; firstintersect < lastintersect; firstintersect++)
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{
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{
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AActor *intersect = intersectors[firstintersect];
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AActor *intersect = intersectors[firstintersect];
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// [GZ] Skip this iteration for THRUSPECIES things
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// Should there be MF2_THRUGHOST / MF3_GHOST checks there too for consistency?
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// Or would that risk breaking established behavior? THRUGHOST, like MTHRUSPECIES,
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// is normally for projectiles which would have exploded by now anyway...
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if (thing->flags6 & MF6_THRUSPECIES && thing->GetSpecies() == intersect->GetSpecies())
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continue;
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if (!(intersect->flags2 & MF2_PASSMOBJ) ||
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if (!(intersect->flags2 & MF2_PASSMOBJ) ||
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(!(intersect->flags3 & MF3_ISMONSTER) && intersect->Mass > mymass) ||
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(!(intersect->flags3 & MF3_ISMONSTER) && intersect->Mass > mymass) ||
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(intersect->flags4 & MF4_ACTLIKEBRIDGE)
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(intersect->flags4 & MF4_ACTLIKEBRIDGE)
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