Actually check for a player smh
This commit is contained in:
parent
760e083c30
commit
f9e5681a6b
|
@ -7521,7 +7521,7 @@ void A_Boss2PogoTarget(mobj_t *actor)
|
||||||
}
|
}
|
||||||
|
|
||||||
// Target hit, retreat!
|
// Target hit, retreat!
|
||||||
if (actor->target->player->powers[pw_flashing] > TICRATE || actor->flags2 & MF2_FRET)
|
if ((actor->target->player && actor->target->player->powers[pw_flashing] > TICRATE) || actor->flags2 & MF2_FRET)
|
||||||
{
|
{
|
||||||
UINT8 prandom = P_RandomByte();
|
UINT8 prandom = P_RandomByte();
|
||||||
actor->z++; // unstick from the floor
|
actor->z++; // unstick from the floor
|
||||||
|
@ -7532,7 +7532,7 @@ void A_Boss2PogoTarget(mobj_t *actor)
|
||||||
// Try to land on top of the player.
|
// Try to land on top of the player.
|
||||||
else if (P_AproxDistance(actor->x-actor->target->x, actor->y-actor->target->y) < FixedMul(512*FRACUNIT, actor->scale))
|
else if (P_AproxDistance(actor->x-actor->target->x, actor->y-actor->target->y) < FixedMul(512*FRACUNIT, actor->scale))
|
||||||
{
|
{
|
||||||
fixed_t airtime, gravityadd, zoffs;
|
fixed_t airtime, gravityadd, zoffs, height;
|
||||||
|
|
||||||
// check gravity in the sector (for later math)
|
// check gravity in the sector (for later math)
|
||||||
P_CheckGravity(actor, true);
|
P_CheckGravity(actor, true);
|
||||||
|
@ -7554,7 +7554,13 @@ void A_Boss2PogoTarget(mobj_t *actor)
|
||||||
// Remember, kids!
|
// Remember, kids!
|
||||||
// Reduced down Calculus lets you avoid bad 'logic math' loops!
|
// Reduced down Calculus lets you avoid bad 'logic math' loops!
|
||||||
//airtime = FixedDiv(-actor->momz<<1, gravityadd)<<1; // going from 0 to 0 is much simpler
|
//airtime = FixedDiv(-actor->momz<<1, gravityadd)<<1; // going from 0 to 0 is much simpler
|
||||||
zoffs = (P_GetPlayerHeight(actor->target->player)>>1) + (actor->target->floorz - actor->floorz); // offset by the difference in floor height plus half the player height,
|
|
||||||
|
if (actor->target->player)
|
||||||
|
height = P_GetPlayerHeight(actor->target->player) >> 1;
|
||||||
|
else
|
||||||
|
height = actor->target->height >> 1;
|
||||||
|
|
||||||
|
zoffs = height + (actor->target->floorz - actor->floorz); // offset by the difference in floor height plus half the player height,
|
||||||
airtime = FixedDiv((-actor->momz - FixedSqrt(FixedMul(actor->momz,actor->momz)+zoffs)), gravityadd)<<1; // to try and land on their head rather than on their feet
|
airtime = FixedDiv((-actor->momz - FixedSqrt(FixedMul(actor->momz,actor->momz)+zoffs)), gravityadd)<<1; // to try and land on their head rather than on their feet
|
||||||
|
|
||||||
actor->angle = R_PointToAngle2(actor->x, actor->y, actor->target->x, actor->target->y);
|
actor->angle = R_PointToAngle2(actor->x, actor->y, actor->target->x, actor->target->y);
|
||||||
|
|
Loading…
Reference in New Issue