- Changed: The monster refiring functions should use the same sight checking mode as the code that triggers
the attack. SVN r2266 (trunk)
This commit is contained in:
parent
7da0badf3c
commit
6f9b035df8
4 changed files with 4 additions and 4 deletions
|
|
@ -2847,7 +2847,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_MonsterRefire)
|
|||
if (!self->target
|
||||
|| P_HitFriend (self)
|
||||
|| self->target->health <= 0
|
||||
|| !P_CheckSight (self, self->target, 0) )
|
||||
|| !P_CheckSight (self, self->target, SF_SEEPASTBLOCKEVERYTHING|SF_SEEPASTSHOOTABLELINES) )
|
||||
{
|
||||
ACTION_JUMP(jump);
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue