diff --git a/src/p_map.c b/src/p_map.c index 3f140e1d5..d4c753dfc 100644 --- a/src/p_map.c +++ b/src/p_map.c @@ -1719,8 +1719,8 @@ static boolean PIT_CheckThing(mobj_t *thing) } } - if ((tmthing->flags & MF_SPRING || tmthing->type == MT_STEAM) && (thing->player)) - ; // springs and gas jets should never be able to step up onto a player + if ((tmthing->flags & MF_SPRING || tmthing->type == MT_STEAM || tmthing->type == MT_SPIKE || tmthing->type == MT_WALLSPIKE) && (thing->player)) + ; // springs, gas jets and springs should never be able to step up onto a player // z checking at last // Treat noclip things as non-solid! else if ((thing->flags & (MF_SOLID|MF_NOCLIP)) == MF_SOLID @@ -3759,25 +3759,25 @@ void P_SlideMove(mobj_t *mo) v2.y = tmhitthing->y + sinradius; // Can we box collision our way into smooth movement..? - if (mo->y + mo->radius <= min(v1.y, v2.y)) + if (sinradius && mo->y + mo->radius <= min(v1.y, v2.y)) { mo->momy = 0; P_TryMove(mo, mo->x + mo->momx, min(v1.y, v2.y) - mo->radius, true); return; } - else if (mo->y - mo->radius >= max(v1.y, v2.y)) + else if (sinradius && mo->y - mo->radius >= max(v1.y, v2.y)) { mo->momy = 0; P_TryMove(mo, mo->x + mo->momx, max(v1.y, v2.y) + mo->radius, true); return; } - else if (mo->x + mo->radius <= min(v1.x, v2.x)) + else if (cosradius && mo->x + mo->radius <= min(v1.x, v2.x)) { mo->momx = 0; P_TryMove(mo, min(v1.x, v2.x) - mo->radius, mo->y + mo->momy, true); return; } - else if (mo->x - mo->radius >= max(v1.x, v2.x)) + else if (cosradius && mo->x - mo->radius >= max(v1.x, v2.x)) { mo->momx = 0; P_TryMove(mo, max(v1.x, v2.x) + mo->radius, mo->y + mo->momy, true);