- 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)
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4 changed files with 35 additions and 3 deletions
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@ -507,6 +507,8 @@ bool P_Move (AActor *actor)
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}
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FCheckPosition tm;
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tm.FromPMove = true;
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try_ok = true;
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for(int i=1; i < steps; i++)
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{
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@ -518,7 +520,7 @@ bool P_Move (AActor *actor)
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if (try_ok) try_ok = P_TryMove (actor, tryx, tryy, dropoff, false, tm);
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// [GrafZahl] Interpolating monster movement as it is done here just looks bad
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// so make it switchable!
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// so make it switchable
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if (nomonsterinterpolation)
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{
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actor->PrevX = actor->x;
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