diff --git a/src/p_map.cpp b/src/p_map.cpp index d900c2a46..45eb0d95c 100644 --- a/src/p_map.cpp +++ b/src/p_map.cpp @@ -914,34 +914,34 @@ bool PIT_CheckThing (AActor *thing, FCheckPosition &tm) } } - // touchy object is alive, toucher is solid - if (thing->flags6 & MF6_TOUCHY && tm.thing->flags & MF_SOLID && thing->health > 0 && - // Thing is an armed mine or a sentient thing - (thing->flags6 & MF6_ARMED || thing->IsSentient()) && - // either different classes or players - (thing->player || thing->GetClass() != tm.thing->GetClass()) && - // or different species if DONTHARMSPECIES - (!(thing->flags6 & MF6_DONTHARMSPECIES) || thing->GetSpecies() != tm.thing->GetSpecies()) && - // touches vertically - thing->z + thing->height >= tm.thing->z && tm.thing->z + tm.thing->height >= thing->z && - // prevents lost souls from exploding when fired by pain elementals - (thing->master != tm.thing && tm.thing->master != thing)) - // Difference with MBF: MBF hardcodes the LS/PE check and lets actors of the same species - // but different classes trigger the touchiness, but that seems less straightforwards. + if (tm.thing->player == NULL || !(tm.thing->player->cheats & CF_PREDICTING)) { - thing->flags6 &= ~MF6_ARMED; // Disarm - P_DamageMobj (thing, NULL, NULL, thing->health, NAME_None, DMG_FORCED); // kill object - return true; - } + // touchy object is alive, toucher is solid + if (thing->flags6 & MF6_TOUCHY && tm.thing->flags & MF_SOLID && thing->health > 0 && + // Thing is an armed mine or a sentient thing + (thing->flags6 & MF6_ARMED || thing->IsSentient()) && + // either different classes or players + (thing->player || thing->GetClass() != tm.thing->GetClass()) && + // or different species if DONTHARMSPECIES + (!(thing->flags6 & MF6_DONTHARMSPECIES) || thing->GetSpecies() != tm.thing->GetSpecies()) && + // touches vertically + thing->z + thing->height >= tm.thing->z && tm.thing->z + tm.thing->height >= thing->z && + // prevents lost souls from exploding when fired by pain elementals + (thing->master != tm.thing && tm.thing->master != thing)) + // Difference with MBF: MBF hardcodes the LS/PE check and lets actors of the same species + // but different classes trigger the touchiness, but that seems less straightforwards. + { + thing->flags6 &= ~MF6_ARMED; // Disarm + P_DamageMobj(thing, NULL, NULL, thing->health, NAME_None, DMG_FORCED); // kill object + return true; + } - // Check for MF6_BUMPSPECIAL - // By default, only players can activate things by bumping into them - if ((thing->flags6 & MF6_BUMPSPECIAL) && ((tm.thing->player != NULL) - || ((thing->activationtype & THINGSPEC_MonsterTrigger) && (tm.thing->flags3 & MF3_ISMONSTER)) - || ((thing->activationtype & THINGSPEC_MissileTrigger) && (tm.thing->flags & MF_MISSILE)) - ) && (level.maptime > thing->lastbump)) // Leave the bumper enough time to go away - { - if (tm.thing->player == NULL || !(tm.thing->player->cheats & CF_PREDICTING)) + // Check for MF6_BUMPSPECIAL + // By default, only players can activate things by bumping into them + if ((thing->flags6 & MF6_BUMPSPECIAL) && ((tm.thing->player != NULL) + || ((thing->activationtype & THINGSPEC_MonsterTrigger) && (tm.thing->flags3 & MF3_ISMONSTER)) + || ((thing->activationtype & THINGSPEC_MissileTrigger) && (tm.thing->flags & MF_MISSILE)) + ) && (level.maptime > thing->lastbump)) // Leave the bumper enough time to go away { if (P_ActivateThingSpecial(thing, tm.thing)) thing->lastbump = level.maptime + TICRATE; @@ -955,6 +955,17 @@ bool PIT_CheckThing (AActor *thing, FCheckPosition &tm) tm.thing->BlockingMobj = NULL; return res; } + + // [ED850] Player Prediction ends here. There is nothing else they could/should do. + if (tm.thing->player != NULL && (tm.thing->player->cheats & CF_PREDICTING)) + { + solid = (thing->flags & MF_SOLID) && + !(thing->flags & MF_NOCLIP) && + ((tm.thing->flags & MF_SOLID) || (tm.thing->flags6 & MF6_BLOCKEDBYSOLIDACTORS)); + + return !solid || unblocking; + } + // Check for blasted thing running into another if ((tm.thing->flags2 & MF2_BLASTED) && (thing->flags & MF_SHOOTABLE)) { @@ -1203,8 +1214,7 @@ bool PIT_CheckThing (AActor *thing, FCheckPosition &tm) } return false; // don't traverse any more } - if (thing->flags2 & MF2_PUSHABLE && !(tm.thing->flags2 & MF2_CANNOTPUSH) && - (tm.thing->player == NULL || !(tm.thing->player->cheats & CF_PREDICTING))) + if (thing->flags2 & MF2_PUSHABLE && !(tm.thing->flags2 & MF2_CANNOTPUSH)) { // Push thing if (thing->lastpush != tm.PushTime) {