Game: make underwater blocking floor sprites w/ xvel 1 NOT act like sprite bridge.

Likewise for blocking wall sprites. This makes it possible to construct
underwater sections containing complex spritework without losing the
"underwater-ness" when over such sprites, in a backward-compatible way.
Actually, the check is for bit 1 being set, but all other bits should be
considered reserved.

git-svn-id: https://svn.eduke32.com/eduke32@4166 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
helixhorned 2013-11-16 18:47:21 +00:00
parent 9ceae0d892
commit 863aae3fb1

View file

@ -4285,12 +4285,15 @@ void P_ProcessInput(int32_t snum)
j = lz&(MAXSPRITES-1);
if ((sprite[j].cstat&33) == 33 || (sprite[j].cstat&17) == 17)
{
if ((sprite[j].xvel&1) == 0) // EDuke32 extension
{
psectlotag = 0;
p->footprintcount = 0;
p->spritebridge = 1;
p->sbs = j;
}
}
else if (A_CheckEnemySprite(&sprite[j]) && sprite[j].xrepeat > 24 && klabs(s->z-sprite[j].z) < (84<<8))
{
// I think this is what makes the player slide off enemies... might be a good sprite flag to add later