- 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)
This commit is contained in:
Christoph Oelckers 2008-06-02 16:56:53 +00:00
commit 29380f70b3
9 changed files with 92 additions and 29 deletions

View file

@ -247,7 +247,8 @@ bool P_TeleportMove (AActor *thing, fixed_t x, fixed_t y, fixed_t z, bool telefr
spechit.Clear ();
bool StompAlwaysFrags = thing->player || (level.flags & LEVEL_MONSTERSTELEFRAG) || telefrag;
bool StompAlwaysFrags = thing->player || (thing->flags2 & MF2_TELESTOMP) ||
(level.flags & LEVEL_MONSTERSTELEFRAG) || telefrag;
FBoundingBox box(x, y, thing->radius);
FBlockLinesIterator it(box);
@ -291,9 +292,9 @@ bool P_TeleportMove (AActor *thing, fixed_t x, fixed_t y, fixed_t z, bool telefr
// monsters don't stomp things except on boss level
// [RH] Some Heretic/Hexen monsters can telestomp
if (StompAlwaysFrags || (thing->flags2 & MF2_TELESTOMP))
if (StompAlwaysFrags)
{
P_DamageMobj (th, thing, thing, 1000000, NAME_Telefrag);
P_DamageMobj (th, thing, thing, 1000000, NAME_Telefrag, DMG_THRUSTLESS);
continue;
}
return false;