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actors.c: make Enforcers and Troopers avoid ST1 sectors as in Duke3D.
That is, resurrect the stayput condition for LIZMAN and non-flying LIZTROOP, but only if changing from a non-ST1 sector. DONT_BUILD. git-svn-id: https://svn.eduke32.com/eduke32@5021 1a8010ca-5511-0410-912e-c29ae57300e0
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850206ef62
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1 changed files with 7 additions and 5 deletions
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@ -426,10 +426,6 @@ int32_t A_MoveSpriteClipdist(int32_t spritenum, const vec3_t *change, uint32_t c
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return 0;
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}
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int16_t dasectnum = spr->sectnum;
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int32_t daz = spr->z - 2*tilesiz[spr->picnum].y*spr->yrepeat;
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const int32_t oldz = spr->z;
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if (clipdist >= 0)
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{
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// use that value
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@ -453,6 +449,11 @@ int32_t A_MoveSpriteClipdist(int32_t spritenum, const vec3_t *change, uint32_t c
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clipdist = spr->clipdist<<2;
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}
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int16_t dasectnum = spr->sectnum;
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const int16_t osectnum = dasectnum;
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int32_t daz = spr->z - 2*tilesiz[spr->picnum].y*spr->yrepeat;
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const int32_t oldz = spr->z;
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// Handle horizontal movement first.
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spr->z = daz;
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int32_t retval = clipmove((vec3_t *)spr, &dasectnum,
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@ -467,7 +468,8 @@ int32_t A_MoveSpriteClipdist(int32_t spritenum, const vec3_t *change, uint32_t c
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((actor[spritenum].actorstayput >= 0 && actor[spritenum].actorstayput != dasectnum) ||
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(spr->picnum == BOSS2 && spr->pal == 0 && sector[dasectnum].lotag != ST_3) ||
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((spr->picnum == BOSS1 || spr->picnum == BOSS2) && sector[dasectnum].lotag == ST_1_ABOVE_WATER)
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// || (sector[dasectnum].lotag == ST_1_ABOVE_WATER && (spr->picnum == LIZMAN || (spr->picnum == LIZTROOP && spr->zvel == 0)))
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|| (sector[osectnum].lotag != ST_1_ABOVE_WATER && sector[dasectnum].lotag == ST_1_ABOVE_WATER &&
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(spr->picnum == LIZMAN || (spr->picnum == LIZTROOP && spr->zvel == 0)))
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)
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)
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{
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