Handled some of MI's concerns.
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caeb515783
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@ -2541,6 +2541,9 @@ boolean P_CheckDeathPitCollide(mobj_t *mo)
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I_Assert(mo != NULL);
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I_Assert(mo != NULL);
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I_Assert(!P_MobjWasRemoved(mo));
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I_Assert(!P_MobjWasRemoved(mo));
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if (mo->player && mo->player->pflags & PF_GODMODE)
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return false;
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if (((mo->z <= mo->subsector->sector->floorheight
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if (((mo->z <= mo->subsector->sector->floorheight
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&& !(mo->eflags & MFE_VERTICALFLIP) && (mo->subsector->sector->flags & SF_FLIPSPECIAL_FLOOR))
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&& !(mo->eflags & MFE_VERTICALFLIP) && (mo->subsector->sector->flags & SF_FLIPSPECIAL_FLOOR))
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|| (mo->z + mo->height >= mo->subsector->sector->ceilingheight
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|| (mo->z + mo->height >= mo->subsector->sector->ceilingheight
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@ -1490,25 +1490,25 @@ static inline void ST_drawRaceHUD(void)
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{
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{
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INT32 height = (BASEVIDHEIGHT/2);
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INT32 height = (BASEVIDHEIGHT/2);
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INT32 bounce = (leveltime % TICRATE);
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INT32 bounce = (leveltime % TICRATE);
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patch_t **racenum;
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patch_t *racenum;
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switch (leveltime/TICRATE)
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switch (leveltime/TICRATE)
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{
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{
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case 1:
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case 1:
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racenum = &race3;
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racenum = race3;
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break;
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break;
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case 2:
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case 2:
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racenum = &race2;
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racenum = race2;
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break;
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break;
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case 3:
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case 3:
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racenum = &race1;
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racenum = race1;
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break;
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break;
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default:
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default:
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racenum = &racego;
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racenum = racego;
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break;
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break;
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}
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}
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if (bounce < 3)
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if (bounce < 3)
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height -= (2 - bounce);
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height -= (2 - bounce);
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V_DrawScaledPatch(SCX((BASEVIDWIDTH - SHORT((*racenum)->width))/2), (INT32)(SCY(height)), V_NOSCALESTART, *racenum);
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V_DrawScaledPatch(SCX((BASEVIDWIDTH - SHORT(racenum->width))/2), (INT32)(SCY(height)), V_NOSCALESTART, racenum);
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}
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}
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if (circuitmap)
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if (circuitmap)
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