Merge commit '4f7ec3ad89' into scripting
Conflicts: src/d_main.cpp src/info.cpp src/info.h src/p_acs.cpp src/p_interaction.cpp src/p_mobj.cpp src/thingdef/thingdef_codeptr.cpp src/thingdef/thingdef_properties.cpp (scripting branch update part 5)
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commit
065c0a79cd
192 changed files with 2493 additions and 1232 deletions
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@ -1034,7 +1034,7 @@ bool PIT_CheckThing(AActor *thing, FCheckPosition &tm)
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// Both things overlap in x or y direction
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bool unblocking = false;
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if (tm.FromPMove)
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if (tm.FromPMove || tm.thing->player != NULL)
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{
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// Both actors already overlap. To prevent them from remaining stuck allow the move if it
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// takes them further apart or the move does not change the position (when called from P_ChangeSector.)
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@ -4793,7 +4793,7 @@ void P_RadiusAttack(AActor *bombspot, AActor *bombsource, int bombdamage, int bo
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points *= thing->GetClass()->RDFactor / (float)FRACUNIT;
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// points and bombdamage should be the same sign
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if (((bombspot->flags7 & MF7_CAUSEPAIN) || (points * bombdamage) > 0) && P_CheckSight(thing, bombspot, SF_IGNOREVISIBILITY | SF_IGNOREWATERBOUNDARY))
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if (((points * bombdamage) > 0) && P_CheckSight(thing, bombspot, SF_IGNOREVISIBILITY | SF_IGNOREWATERBOUNDARY))
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{ // OK to damage; target is in direct path
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double velz;
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double thrust;
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