diff --git a/polymer/eduke32/source/gameexec.c b/polymer/eduke32/source/gameexec.c index 9c66d1b8b..860b202d0 100644 --- a/polymer/eduke32/source/gameexec.c +++ b/polymer/eduke32/source/gameexec.c @@ -961,20 +961,20 @@ static void VM_Fall(int32_t g_i, spritetype *g_sp) int32_t moveScriptOfs = AC_MOVE_ID(vm.g_t); #endif // fix for flying/jumping monsters getting stuck in water - if ((AC_MOVFLAGS(g_sp, &actor[vm.g_i]) & jumptoplayer_bits) == jumptoplayer_only || + if ((AC_MOVFLAGS(g_sp, &actor[vm.g_i]) & jumptoplayer_only) || (G_HaveActor(g_sp->picnum) && #if !defined LUNATIC - (unsigned)moveScriptOfs < (unsigned)g_scriptSize-1 && script[moveScriptOfs + 1] + (unsigned)moveScriptOfs < (unsigned)g_scriptSize-1 && script[moveScriptOfs + 1] != 0 #else actor[g_i].mv.vvel != 0 #endif )) { -// OSD_Printf("%d\n", script[moveScriptOfs + 1]); +// OSD_Printf("%d\n", (int)script[moveScriptOfs + 1]); break; } -// OSD_Printf("hitag: %d\n",g_sp->hitag); +// OSD_Printf("movflags: %d | %d\n", AC_MOVFLAGS(g_sp, &actor[vm.g_i]), totalclock); g_sp->z += ACTOR_ONWATER_ADDZ; break; }