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Fully revert #2479
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RicardoLuis0 authored and madame-rachelle committed Oct 19, 2024
1 parent a45bf49 commit 689dc61
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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
};

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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;
}
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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.

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