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- Fixed: Monsters stepping down in A_Chase() should trigger SECSPAC_HitFloor actions.
SVN r3951 (trunk)
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68b3c4860f
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1 changed files with 5 additions and 1 deletions
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@ -540,7 +540,7 @@ bool P_Move (AActor *actor)
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!((actor->flags & MF_NOGRAVITY) || (actor->flags6 & MF6_CANJUMP))
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&& actor->z > actor->floorz && !(actor->flags2 & MF2_ONMOBJ))
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{
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if (actor->z <= actor->floorz + actor->MaxStepHeight)
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if (0 && actor->z <= actor->floorz + actor->MaxStepHeight)
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{
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fixed_t savedz = actor->z;
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actor->z = actor->floorz;
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@ -550,6 +550,10 @@ bool P_Move (AActor *actor)
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{
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actor->z = savedz;
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}
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else if (actor->floorsector->SecActTarget != NULL)
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{ // The monster just hit the floor, so trigger any actions.
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actor->floorsector->SecActTarget->TriggerAction(actor, SECSPAC_HitFloor);
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}
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}
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}
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