From 8881a413f3c3a652675e4f451ebb849f17a8ac10 Mon Sep 17 00:00:00 2001 From: toasterbabe Date: Tue, 27 Sep 2016 17:17:23 +0100 Subject: [PATCH 1/2] Fixed that really annoying bug where you disappear when spindashing on top of a FOF whilst wearing a multi-layer shield. (the problem was that MT_OVERLAY's default radius and height were never getting changed from 1*FRACUNIT, and that meant that when you spindashed, the game considered it completely below the surface of the flat you were standing on. Since you're not usually clipped on flats that don't belong to FOFs, we didn't notice this issue sooner.) --- src/p_mobj.c | 4 ++++ 1 file changed, 4 insertions(+) diff --git a/src/p_mobj.c b/src/p_mobj.c index 5e5961d41..b35b72867 100644 --- a/src/p_mobj.c +++ b/src/p_mobj.c @@ -5930,6 +5930,8 @@ static boolean P_ShieldLook(mobj_t *thing, shieldtype_t shield) P_UnsetThingPosition(thing); thing->x = thing->target->x; thing->y = thing->target->y; + thing->radius = thing->target->radius; + thing->height = thing->target->height; if (thing->eflags & MFE_VERTICALFLIP) thing->z = thing->target->z + thing->target->height - thing->height + FixedDiv(P_GetPlayerHeight(thing->target->player) - thing->target->height, 3*FRACUNIT) - FixedMul(2*FRACUNIT, thing->target->scale); else @@ -6048,6 +6050,8 @@ void P_RunOverlays(void) P_UnsetThingPosition(mo); mo->x = destx; mo->y = desty; + mo->radius = mo->target->radius; + mo->height = mo->target->height; if (mo->eflags & MFE_VERTICALFLIP) mo->z = (mo->target->z + mo->target->height - mo->height) - zoffs; else From 8025ef2f79ec32e71053e7d9eaeb4e7f8c89972a Mon Sep 17 00:00:00 2001 From: toasterbabe Date: Sat, 29 Oct 2016 16:08:06 +0100 Subject: [PATCH 2/2] At MI's suggestion (shields don't NEED to be tweaked, just overlays) --- src/p_mobj.c | 2 -- 1 file changed, 2 deletions(-) diff --git a/src/p_mobj.c b/src/p_mobj.c index b35b72867..b3842da15 100644 --- a/src/p_mobj.c +++ b/src/p_mobj.c @@ -5930,8 +5930,6 @@ static boolean P_ShieldLook(mobj_t *thing, shieldtype_t shield) P_UnsetThingPosition(thing); thing->x = thing->target->x; thing->y = thing->target->y; - thing->radius = thing->target->radius; - thing->height = thing->target->height; if (thing->eflags & MFE_VERTICALFLIP) thing->z = thing->target->z + thing->target->height - thing->height + FixedDiv(P_GetPlayerHeight(thing->target->player) - thing->target->height, 3*FRACUNIT) - FixedMul(2*FRACUNIT, thing->target->scale); else