From 792d3906fd2be890a2f17c8a90f097981cdbc143 Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Sat, 19 Dec 2015 20:32:41 +0100 Subject: [PATCH] - fixed: line activation checks for monster activation could be skipped if the lines also were flagged for player activation. --- src/p_spec.cpp | 16 ++++++++-------- 1 file changed, 8 insertions(+), 8 deletions(-) diff --git a/src/p_spec.cpp b/src/p_spec.cpp index 9bc0d4a9b..e2cc0025b 100644 --- a/src/p_spec.cpp +++ b/src/p_spec.cpp @@ -288,16 +288,16 @@ bool P_TestActivateLine (line_t *line, AActor *mo, int side, int activationType) } } + if (activationType == SPAC_Use && (lineActivation & SPAC_MUse) && !mo->player && mo->flags4 & MF4_CANUSEWALLS) + { + return true; + } + if (activationType == SPAC_Push && (lineActivation & SPAC_MPush) && !mo->player && mo->flags2 & MF2_PUSHWALL) + { + return true; + } if ((lineActivation & activationType) == 0) { - if (activationType == SPAC_Use && (lineActivation & SPAC_MUse) && !mo->player && mo->flags4 & MF4_CANUSEWALLS) - { - return true; - } - if (activationType == SPAC_Push && (lineActivation & SPAC_MPush) && !mo->player && mo->flags2 & MF2_PUSHWALL) - { - return true; - } if (activationType != SPAC_MCross || lineActivation != SPAC_Cross) { return false;