- Fixed: Animated doors should only leave ML_BLOCKING set if the door was created with it set.
Otherwise, monsters will be unable to open it after it has been used once if it isn't set for push activation. SVN r2336 (trunk)
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61d2a808d7
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4 changed files with 34 additions and 11 deletions
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@ -620,16 +620,17 @@ bool PIT_CheckLine (line_t *ld, const FBoundingBox &box, FCheckPosition &tm)
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return false;
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}
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// MBF bouncers are treated as missiles here.
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bool Projectile = (tm.thing->flags & MF_MISSILE || tm.thing->BounceFlags & BOUNCE_MBF);
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// MBF considers that friendly monsters are not blocked by monster-blocking lines.
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// This is added here as a compatibility option. Note that monsters that are dehacked
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// into being friendly with the MBF flag automatically gain MF3_NOBLOCKMONST, so this
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// just optionally generalizes the behavior to other friendly monsters.
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bool NotBlocked = ((tm.thing->flags3 & MF3_NOBLOCKMONST)
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|| ((i_compatflags & COMPATF_NOBLOCKFRIENDS) && (tm.thing->flags & MF_FRIENDLY)));
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// MBF bouncers are treated as missiles here.
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bool Projectile = (tm.thing->flags & MF_MISSILE || tm.thing->BounceFlags & BOUNCE_MBF);
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// MBF considers that friendly monsters are not blocked by monster-blocking lines.
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// This is added here as a compatibility option. Note that monsters that are dehacked
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// into being friendly with the MBF flag automatically gain MF3_NOBLOCKMONST, so this
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// just optionally generalizes the behavior to other friendly monsters.
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bool NotBlocked = ((tm.thing->flags3 & MF3_NOBLOCKMONST)
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|| ((i_compatflags & COMPATF_NOBLOCKFRIENDS) && (tm.thing->flags & MF_FRIENDLY)));
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if (!(Projectile) || (ld->flags & (ML_BLOCKEVERYTHING|ML_BLOCKPROJECTILE))) {
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if (!(Projectile) || (ld->flags & (ML_BLOCKEVERYTHING|ML_BLOCKPROJECTILE)))
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{
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if (ld->flags & ML_RAILING)
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{
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rail = true;
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