- added some code that prevents overlapping monsters from getting stuck in

each other. PIT_CheckThing will return true under the following contitions 
  now:
  * It was called from P_Move
  * The actor that is blocking the move already overlaps with the monster
    that is being moved.
  * the move will take the 2 actors further apart.  


SVN r2018 (trunk)
This commit is contained in:
Christoph Oelckers 2009-12-06 22:10:25 +00:00
commit ee4b9ed09b
4 changed files with 35 additions and 3 deletions

View file

@ -507,6 +507,8 @@ bool P_Move (AActor *actor)
}
FCheckPosition tm;
tm.FromPMove = true;
try_ok = true;
for(int i=1; i < steps; i++)
{
@ -518,7 +520,7 @@ bool P_Move (AActor *actor)
if (try_ok) try_ok = P_TryMove (actor, tryx, tryy, dropoff, false, tm);
// [GrafZahl] Interpolating monster movement as it is done here just looks bad
// so make it switchable!
// so make it switchable
if (nomonsterinterpolation)
{
actor->PrevX = actor->x;