SPB intangibility
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@ -8355,6 +8355,7 @@ void A_SPBChase(mobj_t *actor)
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actor->lastlook = -1;
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actor->lastlook = -1;
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spbplace = -1;
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spbplace = -1;
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P_InstaThrust(actor, actor->angle, wspeed);
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P_InstaThrust(actor, actor->angle, wspeed);
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actor->flags &= ~MF_NOCLIPTHING; // just in case.
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return;
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return;
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}
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}
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@ -8384,6 +8385,10 @@ void A_SPBChase(mobj_t *actor)
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{
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{
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if (actor->tracer && actor->tracer->health)
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if (actor->tracer && actor->tracer->health)
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{
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{
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// we're tailing a player, now's a good time to regain our damage properties
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actor->flags &= ~MF_NOCLIPTHING;
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fixed_t defspeed = wspeed;
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fixed_t defspeed = wspeed;
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fixed_t range = (160*actor->tracer->scale);
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fixed_t range = (160*actor->tracer->scale);
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fixed_t cx = 0, cy =0;
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fixed_t cx = 0, cy =0;
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@ -8515,6 +8520,9 @@ void A_SPBChase(mobj_t *actor)
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{
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{
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actor->momx = actor->momy = actor->momz = 0; // Stoooop
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actor->momx = actor->momy = actor->momz = 0; // Stoooop
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// don't hurt players that have nothing to do with this:
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actor->flags |= MF_NOCLIPTHING;
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if (actor->lastlook != -1
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if (actor->lastlook != -1
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&& playeringame[actor->lastlook]
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&& playeringame[actor->lastlook]
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&& !players[actor->lastlook].spectator
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&& !players[actor->lastlook].spectator
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@ -8550,6 +8558,10 @@ void A_SPBChase(mobj_t *actor)
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}
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}
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// Found someone, now get close enough to initiate the slaughter...
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// Found someone, now get close enough to initiate the slaughter...
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// don't hurt players that have nothing to do with this:
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actor->flags |= MF_NOCLIPTHING;
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P_SetTarget(&actor->tracer, player->mo);
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P_SetTarget(&actor->tracer, player->mo);
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spbplace = bestrank;
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spbplace = bestrank;
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