mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-24 13:01:47 +00:00
- Fixed: When trying to unmorph a monster, make sure the morphed version doesn't have the
TOUCHY flag set, or checking the position of the unmorphed version will kill the morphed version, since they will both exist in the same place at the same time, and TOUCHY is really touchy about that. SVN r4219 (trunk)
This commit is contained in:
parent
d99517292b
commit
c069295f19
1 changed files with 3 additions and 0 deletions
|
@ -437,10 +437,13 @@ bool P_UndoMonsterMorph (AMorphedMonster *beast, bool force)
|
|||
actor->SetOrigin (beast->x, beast->y, beast->z);
|
||||
actor->flags |= MF_SOLID;
|
||||
beast->flags &= ~MF_SOLID;
|
||||
int beastflags6 = beast->flags6;
|
||||
beast->flags6 &= ~MF6_TOUCHY;
|
||||
if (!force && !P_TestMobjLocation (actor))
|
||||
{ // Didn't fit
|
||||
actor->flags &= ~MF_SOLID;
|
||||
beast->flags |= MF_SOLID;
|
||||
beast->flags6 = beastflags6;
|
||||
beast->UnmorphTime = level.time + 5*TICRATE; // Next try in 5 seconds
|
||||
return false;
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue