Skip to content

Commit

Permalink
Fully revert ZDoom#2479
Browse files Browse the repository at this point in the history
  • Loading branch information
RicardoLuis0 committed Oct 19, 2024
1 parent 4ba53e3 commit c5da817
Show file tree
Hide file tree
Showing 3 changed files with 2 additions and 7 deletions.
2 changes: 1 addition & 1 deletion src/playsim/actor.h
Original file line number Diff line number Diff line change
Expand Up @@ -442,7 +442,7 @@ enum ActorFlag9
MF9_DOSHADOWBLOCK = 0x00000002, // [inkoalawetrust] Should the monster look for SHADOWBLOCK actors ?
MF9_SHADOWBLOCK = 0x00000004, // [inkoalawetrust] Actors in the line of fire with this flag trigger the MF_SHADOW aiming penalty.
MF9_SHADOWAIMVERT = 0x00000008, // [inkoalawetrust] Monster aim is also offset vertically when aiming at shadow actors.
MF9_DECOUPLEDANIMATIONS = 0x00000010, // [RL0] Decouple model animations from states
MF9_DECOUPLEDANIMATIONS = 0x00000010, // [RL0] Decouple model animations from states
MF9_ISPUFF = 0x00000040, // [AA] Set on actors by P_SpawnPuff
};

Expand Down
6 changes: 0 additions & 6 deletions src/playsim/p_enemy.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -464,12 +464,6 @@ static int P_IsUnderDamage(AActor* actor)
dir |= cl->getDirection();
}
// Q: consider crushing 3D floors too?
// [inkoalawetrust] Check for sectors that can harm the actor.
if (!(actor->flags9 & MF9_NOSECTORDAMAGE) && seclist->m_sector->damageamount > 0)
{
if (seclist->m_sector->MoreFlags & SECMF_HARMINAIR || actor->isAtZ(seclist->m_sector->LowestFloorAt(actor)) || actor->waterlevel)
return (actor->player || (actor->player == nullptr && seclist->m_sector->MoreFlags & SECMF_HURTMONSTERS)) ? -1 : 0;
}
}
return dir;
}
Expand Down
1 change: 1 addition & 0 deletions src/playsim/p_spec.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -434,6 +434,7 @@ void P_PlayerInSpecialSector (player_t *player, sector_t * sector)
{
return;
}
}

// Has hit ground.

Expand Down

0 comments on commit c5da817

Please sign in to comment.