Fixed gold monitor collision (which relied upon the shitty old collision blocking in order to not destroy your momentum) to work with my slopes_n_objects fixes from public next.
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@ -1142,6 +1142,9 @@ static boolean PIT_CheckThing(mobj_t *thing)
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if (tmthing->player && tmthing->z + tmthing->height > topz
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if (tmthing->player && tmthing->z + tmthing->height > topz
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&& tmthing->z + tmthing->height < tmthing->ceilingz)
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&& tmthing->z + tmthing->height < tmthing->ceilingz)
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{
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{
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if (thing->flags & MF_GRENADEBOUNCE && (thing->flags & MF_MONITOR || thing->flags2 & MF2_STANDONME)) // Gold monitor hack...
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return false;
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tmfloorz = tmceilingz = INT32_MIN; // block while in air
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tmfloorz = tmceilingz = INT32_MIN; // block while in air
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#ifdef ESLOPE
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#ifdef ESLOPE
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tmceilingslope = NULL;
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tmceilingslope = NULL;
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@ -1185,6 +1188,9 @@ static boolean PIT_CheckThing(mobj_t *thing)
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if (tmthing->player && tmthing->z < topz
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if (tmthing->player && tmthing->z < topz
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&& tmthing->z > tmthing->floorz)
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&& tmthing->z > tmthing->floorz)
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{
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{
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if (thing->flags & MF_GRENADEBOUNCE && (thing->flags & MF_MONITOR || thing->flags2 & MF2_STANDONME)) // Gold monitor hack...
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return false;
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tmfloorz = tmceilingz = INT32_MAX; // block while in air
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tmfloorz = tmceilingz = INT32_MAX; // block while in air
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#ifdef ESLOPE
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#ifdef ESLOPE
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tmfloorslope = NULL;
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tmfloorslope = NULL;
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