mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-24 13:01:47 +00:00
- fixed: The assignment to the 'player' variable in P_DamageMobj occured too late, skipping a few cases.
- changed monster unblocking logic to include players as well (i.e. a player being stuck inside another actor is allowed to move away from that other actor.)
This commit is contained in:
parent
e70aae91e3
commit
0a16855232
2 changed files with 3 additions and 2 deletions
|
@ -1033,6 +1033,8 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
|
||||||
{
|
{
|
||||||
target->velx = target->vely = target->velz = 0;
|
target->velx = target->vely = target->velz = 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
player = target->player;
|
||||||
if (!(flags & DMG_FORCED)) // DMG_FORCED skips all special damage checks, TELEFRAG_DAMAGE may not be reduced at all
|
if (!(flags & DMG_FORCED)) // DMG_FORCED skips all special damage checks, TELEFRAG_DAMAGE may not be reduced at all
|
||||||
{
|
{
|
||||||
if (target->flags2 & MF2_DORMANT)
|
if (target->flags2 & MF2_DORMANT)
|
||||||
|
@ -1043,7 +1045,6 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
|
||||||
|
|
||||||
if (damage < TELEFRAG_DAMAGE) // TELEFRAG_DAMAGE may not be reduced at all or it may not guarantee its effect.
|
if (damage < TELEFRAG_DAMAGE) // TELEFRAG_DAMAGE may not be reduced at all or it may not guarantee its effect.
|
||||||
{
|
{
|
||||||
player = target->player;
|
|
||||||
if (player && damage > 1)
|
if (player && damage > 1)
|
||||||
{
|
{
|
||||||
// Take half damage in trainer mode
|
// Take half damage in trainer mode
|
||||||
|
|
|
@ -1034,7 +1034,7 @@ bool PIT_CheckThing(AActor *thing, FCheckPosition &tm)
|
||||||
// Both things overlap in x or y direction
|
// Both things overlap in x or y direction
|
||||||
bool unblocking = false;
|
bool unblocking = false;
|
||||||
|
|
||||||
if (tm.FromPMove)
|
if (tm.FromPMove || tm.thing->player != NULL)
|
||||||
{
|
{
|
||||||
// Both actors already overlap. To prevent them from remaining stuck allow the move if it
|
// Both actors already overlap. To prevent them from remaining stuck allow the move if it
|
||||||
// takes them further apart or the move does not change the position (when called from P_ChangeSector.)
|
// takes them further apart or the move does not change the position (when called from P_ChangeSector.)
|
||||||
|
|
Loading…
Reference in a new issue