RR: fix issue with player movement not being locked when crushing shrunken enemies

Replicates changes to Duke3D code from f5aa302475.
This commit is contained in:
Richard C. Gobeille 2020-06-17 21:42:16 +10:00 committed by Christoph Oelckers
parent 0822195ba2
commit 47c16e4872
1 changed files with 6 additions and 6 deletions

View File

@ -3184,6 +3184,12 @@ static int P_CheckLockedMovement(int const playerNum)
auto &thisPlayer = g_player[playerNum]; auto &thisPlayer = g_player[playerNum];
auto const pPlayer = thisPlayer.ps; auto const pPlayer = thisPlayer.ps;
if (pPlayer->dead_flag || pPlayer->fist_incs || pPlayer->transporter_hold > 2 || pPlayer->hard_landing || pPlayer->access_incs > 0
|| pPlayer->knee_incs > 0
|| (PWEAPON(playerNum, pPlayer->curr_weapon, WorksLike) == TRIPBOMB_WEAPON && pPlayer->kickback_pic > 1
&& pPlayer->kickback_pic < PWEAPON(playerNum, pPlayer->curr_weapon, FireDelay)))
return IL_NOTHING;
if (pPlayer->on_crane >= 0) if (pPlayer->on_crane >= 0)
return IL_NOMOVE|IL_NOANGLE; return IL_NOMOVE|IL_NOANGLE;
@ -3193,12 +3199,6 @@ static int P_CheckLockedMovement(int const playerNum)
if (pPlayer->return_to_center > 0 || thisPlayer.horizRecenter) if (pPlayer->return_to_center > 0 || thisPlayer.horizRecenter)
return IL_NOHORIZ; return IL_NOHORIZ;
if (pPlayer->dead_flag || pPlayer->fist_incs || pPlayer->transporter_hold > 2 || pPlayer->hard_landing || pPlayer->access_incs > 0
|| pPlayer->knee_incs > 0
|| (PWEAPON(playerNum, pPlayer->curr_weapon, WorksLike) == TRIPBOMB_WEAPON && pPlayer->kickback_pic > 1
&& pPlayer->kickback_pic < PWEAPON(playerNum, pPlayer->curr_weapon, FireDelay)))
return IL_NOTHING;
return 0; return 0;
} }