- Split conversation initiation out of P_UseTraverse() and into a separate function. It no

longer piggy-backs off of Hexen's puzzle item traversal but instead works like Strife,
  using P_AimLineAttack() to find something to talk to and includes some slight left and right
  "autoaim". I can think of a few consequences of this:
  * Using puzzle items on actors has been restored to its original range of 64.
  * Since talking now depends on P_AimLineAttack() instead of a line use traversal, you can
    probably set up situations where you can talk to somebody that you couldn't talk to before
    because some special line was in the way.
  * You don't need to stick a guard flush against the wall to block players from using a switch
    behind them, because now the autoaim will get the player.

SVN r2102 (trunk)
This commit is contained in:
Randy Heit 2010-01-06 04:36:38 +00:00
commit 870628dda5
3 changed files with 55 additions and 35 deletions

View file

@ -2293,7 +2293,10 @@ void P_PlayerThink (player_t *player)
if (!player->usedown)
{
player->usedown = true;
P_UseLines (player);
if (!P_TalkFacing(player->mo))
{
P_UseLines(player);
}
}
}
else