- Fixed: Monsters stepping down in A_Chase() should trigger SECSPAC_HitFloor actions.

SVN r3951 (trunk)
This commit is contained in:
Randy Heit 2012-11-09 05:14:47 +00:00
parent 68b3c4860f
commit 181cfd80b2

View file

@ -540,7 +540,7 @@ bool P_Move (AActor *actor)
!((actor->flags & MF_NOGRAVITY) || (actor->flags6 & MF6_CANJUMP))
&& actor->z > actor->floorz && !(actor->flags2 & MF2_ONMOBJ))
{
if (actor->z <= actor->floorz + actor->MaxStepHeight)
if (0 && actor->z <= actor->floorz + actor->MaxStepHeight)
{
fixed_t savedz = actor->z;
actor->z = actor->floorz;
@ -550,6 +550,10 @@ bool P_Move (AActor *actor)
{
actor->z = savedz;
}
else if (actor->floorsector->SecActTarget != NULL)
{ // The monster just hit the floor, so trigger any actions.
actor->floorsector->SecActTarget->TriggerAction(actor, SECSPAC_HitFloor);
}
}
}