- 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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@ -1939,7 +1939,7 @@ void DPusher::Tick ()
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// If speed <= 0, you're outside the effective radius. You also have
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// to be able to see the push/pull source point.
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if ((speed > 0) && (P_CheckSight (thing, m_Source, 1)))
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if ((speed > 0) && (P_CheckSight (thing, m_Source, SF_IGNOREVISIBILITY)))
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{
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angle_t pushangle = R_PointToAngle2 (thing->x, thing->y, sx, sy);
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if (m_Source->GetClass()->TypeName == NAME_PointPusher)
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