From 695ab81bcaa14ba831ebc7ae1d2131897a3d2ace Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Sat, 28 Dec 2019 16:32:50 +0100 Subject: [PATCH] - let a sight check that gets lost return failure. This way these cannnot unwantedly wake up monsters. --- src/playsim/p_sight.cpp | 3 +-- 1 file changed, 1 insertion(+), 2 deletions(-) diff --git a/src/playsim/p_sight.cpp b/src/playsim/p_sight.cpp index fda40b80c..0f1738f38 100644 --- a/src/playsim/p_sight.cpp +++ b/src/playsim/p_sight.cpp @@ -773,8 +773,7 @@ bool SightCheck::P_SightPathTraverse () case 0: // neither xintercept nor yintercept match! sightcounts[5]++; // Continuing won't make things any better, so we might as well stop right here - count = 1000; - break; + return false; case 1: // xintercept matches xintercept += xstep;