tmfloorthing and tmhitthing are set to NULL at the start of P_MobjThinker, preventing any weird cases of carrying over the previous mobj's floor object or such.

This fixes the issue with upside-down springs shooting downwards if you touch another of its kind. Also fixes one of the issues with monitors in Icicle Falls (after you phase inside the East-most float-bob FOF's monitor via the other bug and jump up to break it while there, the NEXT monitor moves upwards too)
This commit is contained in:
Monster Iestyn 2015-05-31 13:57:27 +01:00
parent c6ade27b6a
commit b88600dac6
3 changed files with 4 additions and 2 deletions

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@ -276,7 +276,7 @@ boolean P_LookForPlayers(mobj_t *actor, boolean allaround, boolean tracer, fixed
extern boolean floatok;
extern fixed_t tmfloorz;
extern fixed_t tmceilingz;
extern mobj_t *tmfloorthing, *tmthing;
extern mobj_t *tmfloorthing, *tmhitthing, *tmthing;
extern camera_t *mapcampointer;
/* cphipps 2004/08/30 */

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@ -47,7 +47,7 @@ boolean floatok;
fixed_t tmfloorz, tmceilingz;
static fixed_t tmdropoffz, tmdrpoffceilz; // drop-off floor/ceiling heights
mobj_t *tmfloorthing; // the thing corresponding to tmfloorz or NULL if tmfloorz is from a sector
static mobj_t *tmhitthing; // the solid thing you bumped into (for collisions)
mobj_t *tmhitthing; // the solid thing you bumped into (for collisions)
// keep track of the line that lowers the ceiling,
// so missiles don't explode against sky hack walls

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@ -5450,6 +5450,8 @@ void P_MobjThinker(mobj_t *mobj)
mobj->eflags &= ~(MFE_PUSHED|MFE_SPRUNG);
tmfloorthing = tmhitthing = NULL;
// 970 allows ANY mobj to trigger a linedef exec
if (mobj->subsector && GETSECSPECIAL(mobj->subsector->sector->special, 2) == 8)
{