- fixed: Explosions directly under a water surface would not hurt any actor directly above this surface.
- cleaned up P_CheckSight flag handling. SVN r2249 (trunk)
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8 changed files with 56 additions and 42 deletions
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@ -118,7 +118,7 @@ bool FCajunMaster::Reachable (AActor *looker, AActor *rtarget)
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//in doom is 90 degrees infront.
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bool FCajunMaster::Check_LOS (AActor *from, AActor *to, angle_t vangle)
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{
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if (!P_CheckSight (from, to, 2))
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if (!P_CheckSight (from, to, SF_SEEPASTBLOCKEVERYTHING))
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return false; // out of sight
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if (vangle == ANGLE_MAX)
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return true;
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@ -339,7 +339,7 @@ AActor *FCajunMaster::Choose_Mate (AActor *bot)
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&& !p_leader[count]) //taken?
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{
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if (P_CheckSight (bot, client->mo, 1))
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if (P_CheckSight (bot, client->mo, SF_IGNOREVISIBILITY))
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{
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test = P_AproxDistance (client->mo->x - bot->x,
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client->mo->y - bot->y);
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@ -525,7 +525,7 @@ angle_t FCajunMaster::FireRox (AActor *bot, AActor *enemy, ticcmd_t *cmd)
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enemy->y + FixedMul(enemy->vely, (m+2*FRACUNIT)), ONFLOORZ, 1);
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dist = P_AproxDistance(actor->x-bglobal.body1->x, actor->y-bglobal.body1->y);
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//try the predicted location
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if (P_CheckSight (actor, bglobal.body1, 1)) //See the predicted location, so give a test missile
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if (P_CheckSight (actor, bglobal.body1, SF_IGNOREVISIBILITY)) //See the predicted location, so give a test missile
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{
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FCheckPosition tm;
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if (SafeCheckPosition (bot, actor->x, actor->y, tm))
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