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Duke3d: fix issue where the player was unable to look or move under some circumstances after being "killed" with god mode enabled
Fixes #56.
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1 changed files with 2 additions and 2 deletions
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@ -3029,7 +3029,7 @@ static int P_CheckLockedMovement(int const playerNum)
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if (pPlayer->return_to_center > 0 || thisPlayer.horizRecenter)
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if (pPlayer->return_to_center > 0 || thisPlayer.horizRecenter)
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return IL_NOHORIZ;
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return IL_NOHORIZ;
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if (pPlayer->dead_flag || pPlayer->fist_incs || pPlayer->transporter_hold > 2 || pPlayer->hard_landing || pPlayer->access_incs > 0
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if ((pPlayer->dead_flag && !ud.god) || pPlayer->fist_incs || pPlayer->transporter_hold > 2 || pPlayer->hard_landing || pPlayer->access_incs > 0
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|| pPlayer->knee_incs > 0
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|| pPlayer->knee_incs > 0
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|| (PWEAPON(playerNum, pPlayer->curr_weapon, WorksLike) == TRIPBOMB_WEAPON && pPlayer->kickback_pic > 1
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|| (PWEAPON(playerNum, pPlayer->curr_weapon, WorksLike) == TRIPBOMB_WEAPON && pPlayer->kickback_pic > 1
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&& pPlayer->kickback_pic < PWEAPON(playerNum, pPlayer->curr_weapon, FireDelay)))
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&& pPlayer->kickback_pic < PWEAPON(playerNum, pPlayer->curr_weapon, FireDelay)))
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@ -5051,7 +5051,7 @@ void P_ProcessInput(int playerNum)
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if (g_levelTextTime > 0)
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if (g_levelTextTime > 0)
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g_levelTextTime--;
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g_levelTextTime--;
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if (pSprite->extra <= 0)
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if (pSprite->extra <= 0 && !ud.god)
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{
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{
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P_Dead(playerNum, sectorLotag, floorZ, ceilZ);
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P_Dead(playerNum, sectorLotag, floorZ, ceilZ);
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return;
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return;
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