- fixed: line activation checks for monster activation could be skipped if the lines also were flagged for player activation.

This commit is contained in:
Christoph Oelckers 2015-12-19 20:32:41 +01:00
parent 60f7217fbb
commit 792d3906fd

View file

@ -288,8 +288,6 @@ bool P_TestActivateLine (line_t *line, AActor *mo, int side, int activationType)
} }
} }
if ((lineActivation & activationType) == 0)
{
if (activationType == SPAC_Use && (lineActivation & SPAC_MUse) && !mo->player && mo->flags4 & MF4_CANUSEWALLS) if (activationType == SPAC_Use && (lineActivation & SPAC_MUse) && !mo->player && mo->flags4 & MF4_CANUSEWALLS)
{ {
return true; return true;
@ -298,6 +296,8 @@ bool P_TestActivateLine (line_t *line, AActor *mo, int side, int activationType)
{ {
return true; return true;
} }
if ((lineActivation & activationType) == 0)
{
if (activationType != SPAC_MCross || lineActivation != SPAC_Cross) if (activationType != SPAC_MCross || lineActivation != SPAC_Cross)
{ {
return false; return false;