- fixed: The assignment to the 'player' variable in P_DamageMobj occured too late, skipping a few cases.
- changed monster unblocking logic to include players as well (i.e. a player being stuck inside another actor is allowed to move away from that other actor.)
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2 changed files with 3 additions and 2 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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