It's FALLTHRU not fallthru
It took a week and me staying up until 2AM to look at the damn manpage and figure out THIS is why I was getting an error about 'if (tutorialmode)' falling through. But I still don't know why it didn't trigger on the MT_TNTBARREL case. Oh well.
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@ -9185,7 +9185,7 @@ mobj_t *P_LookForFocusTarget(player_t *player, mobj_t *exclude, SINT8 direction,
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case MT_TNTBARREL:
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case MT_TNTBARREL:
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if (lockonflags & LOCK_INTERESTS)
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if (lockonflags & LOCK_INTERESTS)
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break;
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break;
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/*fallthru*/
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/*FALLTHRU*/
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case MT_PLAYER: // Don't chase other players!
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case MT_PLAYER: // Don't chase other players!
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case MT_DETON:
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case MT_DETON:
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continue; // Don't be STUPID, Sonic!
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continue; // Don't be STUPID, Sonic!
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@ -9203,7 +9203,7 @@ mobj_t *P_LookForFocusTarget(player_t *player, mobj_t *exclude, SINT8 direction,
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case MT_EGGSTATUE:
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case MT_EGGSTATUE:
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if (tutorialmode)
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if (tutorialmode)
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break; // Always focus egg statue in the tutorial
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break; // Always focus egg statue in the tutorial
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/*fallthru*/
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/*FALLTHRU*/
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default:
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default:
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if ((lockonflags & LOCK_BOSS) && ((mo->flags & (MF_BOSS|MF_SHOOTABLE)) == (MF_BOSS|MF_SHOOTABLE))) // allows if it has the flags desired XOR it has the invert aimable flag
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if ((lockonflags & LOCK_BOSS) && ((mo->flags & (MF_BOSS|MF_SHOOTABLE)) == (MF_BOSS|MF_SHOOTABLE))) // allows if it has the flags desired XOR it has the invert aimable flag
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