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- Yet another piece of essentially broken code that has to go back in because some people had to abuse it:
Reinstated Doom's original code that made projectiles with the MF_NOCLIP flag set continue to exist even though the movement itself was never properly handled. Fortunately the game mode check formerly associated with this can be removed because none of the other games have any projectiles using MF_NOCLIP so at least it's no longer restricted to Doom... SVN r2187 (trunk)
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1 changed files with 2 additions and 8 deletions
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@ -2237,12 +2237,7 @@ void P_ZMovement (AActor *mo, fixed_t oldfloorz)
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// teleported the actor so it is no longer below the floor.
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if (mo->z <= mo->floorz)
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{
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// old code for boss cube disabled
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//if ((mo->flags & MF_MISSILE) && (!(gameinfo.gametype & GAME_DoomChex) || !(mo->flags & MF_NOCLIP)))
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// We can't remove this completely because it was abused by some DECORATE definitions
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// (e.g. the monster pack's Afrit)
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if ((mo->flags & MF_MISSILE) && ((mo->flags & MF_NOGRAVITY) || !(mo->flags & MF_NOCLIP)))
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if ((mo->flags & MF_MISSILE) && !(mo->flags & MF_NOCLIP))
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{
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mo->z = mo->floorz;
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if (mo->BounceFlags & BOUNCE_Floors)
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@ -2353,8 +2348,7 @@ void P_ZMovement (AActor *mo, fixed_t oldfloorz)
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}
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if (mo->velz > 0)
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mo->velz = 0;
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if (mo->flags & MF_MISSILE)
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//&& (!(gameinfo.gametype & GAME_DoomChex) || !(mo->flags & MF_NOCLIP)))
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if ((mo->flags & MF_MISSILE) && !(mo->flags & MF_NOCLIP))
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{
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if (mo->flags3 & MF3_CEILINGHUGGER)
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{
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