diff --git a/polymer/eduke32/source/actors.c b/polymer/eduke32/source/actors.c index 8953c6ba0..a1ce123d3 100644 --- a/polymer/eduke32/source/actors.c +++ b/polymer/eduke32/source/actors.c @@ -6807,6 +6807,7 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3 break; } + // If we still see the opening, we can't yet teleport. if (t[0]==-1) { if (sc->floorz > t[3]) diff --git a/polymer/eduke32/source/player.c b/polymer/eduke32/source/player.c index 34824387e..851388f4c 100644 --- a/polymer/eduke32/source/player.c +++ b/polymer/eduke32/source/player.c @@ -321,8 +321,8 @@ int32_t A_Shoot(int32_t i,int32_t atwith) hitdata_t hit; vec3_t srcvect; char sizx,sizy; - spritetype *s = &sprite[i]; - int16_t sect = s->sectnum; + spritetype *const s = &sprite[i]; + const int16_t sect = s->sectnum; const int32_t p = (s->picnum == APLAYER) ? s->yvel : -1; DukePlayer_t *const ps = p >= 0 ? g_player[p].ps : NULL; @@ -1721,19 +1721,20 @@ SKIPBULLETHOLE: return j; case HANDHOLDINGLASER__STATIC: - + { + const int32_t zoff = (p>=0) ? g_player[p].ps->pyoff : 0; if (p >= 0) zvel = (100-ps->horiz-ps->horizoff)*32; else zvel = 0; if (actor[i].shootzvel) zvel = actor[i].shootzvel; - srcvect.z -= g_player[p].ps->pyoff; + srcvect.z -= zoff; hitscan((const vec3_t *)&srcvect,sect, sintable[(sa+512)&2047], sintable[sa&2047], zvel<<6,&hit,CLIPMASK1); + srcvect.z += zoff; - srcvect.z += g_player[p].ps->pyoff; j = 0; if (hit.sprite >= 0) break; @@ -1751,7 +1752,8 @@ SKIPBULLETHOLE: if (j == 1) { - int32_t lTripBombControl=Gv_GetVarByLabel("TRIPBOMB_CONTROL", TRIPBOMB_TRIPWIRE, g_player[p].ps->i, p); + int32_t lTripBombControl = (p < 0) ? 0 : + Gv_GetVarByLabel("TRIPBOMB_CONTROL", TRIPBOMB_TRIPWIRE, g_player[p].ps->i, p); k = A_InsertSprite(hit.sect,hit.pos.x,hit.pos.y,hit.pos.z,TRIPBOMB,-16,4,5,sa,0,0,i,6); if (lTripBombControl & TRIPBOMB_TIMER) { @@ -1764,18 +1766,21 @@ SKIPBULLETHOLE: actor[k].t_data[6]=1; } else - sprite[k].hitag = k; + A_PlaySound(LASERTRIP_ONWALL,k); sprite[k].xvel = -20; A_SetSprite(k,CLIPMASK0); sprite[k].cstat = 16; - actor[k].t_data[5] = sprite[k].ang = getangle(wall[hit.wall].x-wall[wall[hit.wall].point2].x,wall[hit.wall].y-wall[wall[hit.wall].point2].y)-512; - + { + int32_t p2 = wall[hit.wall].point2; + int32_t a = getangle(wall[hit.wall].x-wall[p2].x, wall[hit.wall].y-wall[p2].y)-512; + actor[k].t_data[5] = sprite[k].ang = a; + } } return j?k:-1; - + } case BOUNCEMINE__STATIC: case MORTER__STATIC: