- fixed some bad logic operations.

This commit is contained in:
Christoph Oelckers 2014-10-25 00:01:04 +02:00
commit e81c404b04
3 changed files with 7 additions and 6 deletions

View file

@ -198,7 +198,7 @@ void P_GetFloorCeilingZ(FCheckPosition &tmf, int flags)
if (ff_top > tmf.floorz)
{
if (ff_top <= tmf.z || (!(flags && FFCF_3DRESTRICT) && (tmf.thing != NULL && ff_bottom < tmf.z && ff_top < tmf.z + tmf.thing->MaxStepHeight)))
if (ff_top <= tmf.z || (!(flags & FFCF_3DRESTRICT) && (tmf.thing != NULL && ff_bottom < tmf.z && ff_top < tmf.z + tmf.thing->MaxStepHeight)))
{
tmf.dropoffz = tmf.floorz = ff_top;
tmf.floorpic = *rover->top.texture;
@ -2157,7 +2157,7 @@ bool P_CheckMove(AActor *thing, fixed_t x, fixed_t y)
{ // too big a step up
return false;
}
else if ((thing->flags & MF_MISSILE) && !(thing->flags6 && MF6_STEPMISSILE) && tm.floorz > newz)
else if ((thing->flags & MF_MISSILE) && !(thing->flags6 & MF6_STEPMISSILE) && tm.floorz > newz)
{ // [RH] Don't let normal missiles climb steps
return false;
}