- 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

@ -288,16 +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 ((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) if (activationType != SPAC_MCross || lineActivation != SPAC_Cross)
{ {
return false; return false;