- Added an option to consider intermission screens gameplay for purposes of
capturing the mouse. - Changed: Telefragging should not thrust the victim if it isn't in precisely the same position as the killer. - fixed: A_SpawnItemEx must call P_TeleportMove before checking the spawned object's position. SVN r1014 (trunk)
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8d5d742287
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29380f70b3
9 changed files with 92 additions and 29 deletions
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@ -247,7 +247,8 @@ bool P_TeleportMove (AActor *thing, fixed_t x, fixed_t y, fixed_t z, bool telefr
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spechit.Clear ();
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bool StompAlwaysFrags = thing->player || (level.flags & LEVEL_MONSTERSTELEFRAG) || telefrag;
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bool StompAlwaysFrags = thing->player || (thing->flags2 & MF2_TELESTOMP) ||
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(level.flags & LEVEL_MONSTERSTELEFRAG) || telefrag;
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FBoundingBox box(x, y, thing->radius);
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FBlockLinesIterator it(box);
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@ -291,9 +292,9 @@ bool P_TeleportMove (AActor *thing, fixed_t x, fixed_t y, fixed_t z, bool telefr
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// monsters don't stomp things except on boss level
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// [RH] Some Heretic/Hexen monsters can telestomp
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if (StompAlwaysFrags || (thing->flags2 & MF2_TELESTOMP))
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if (StompAlwaysFrags)
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{
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P_DamageMobj (th, thing, thing, 1000000, NAME_Telefrag);
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P_DamageMobj (th, thing, thing, 1000000, NAME_Telefrag, DMG_THRUSTLESS);
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continue;
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}
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return false;
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