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Fixed problem where client was able to walk through mobjs that were c…
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…lose to each other. For example, Doom E1M1 coop barrels around shotgun.
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skyjake committed Aug 20, 2006
1 parent 68a2e67 commit bb9ca60
Showing 1 changed file with 6 additions and 2 deletions.
8 changes: 6 additions & 2 deletions doomsday/engine/portable/src/p_mobj.c
Expand Up @@ -219,6 +219,9 @@ static boolean PIT_CheckThing(mobj_t *thing, void *parm)
return true;
}

// This was causing problems in Doom E1M1, where a client was able
// to walk through the barrel obstacle and get the shotgun. -jk
/*
// To prevent getting stuck, don't block if moving away from
// the object.
if(tm->thing->dplayer &&
Expand All @@ -232,7 +235,7 @@ static boolean PIT_CheckThing(mobj_t *thing, void *parm)
// The Z movement test is done to prevent a 'falling through'
// case when a thing is moving at a high speed.
return true;
}
}*/

if(abs(thing->pos[VX] - tm->x) >= blockdist ||
abs(thing->pos[VY] - tm->y) >= blockdist)
Expand Down Expand Up @@ -811,7 +814,8 @@ void P_ThingMovement2(mobj_t *mo, void *pstate)
ymove = mo->momy;
do
{
if(xmove > MAXMOVE / 2 || ymove > MAXMOVE / 2)
if(xmove > MAXMOVE / 2 || ymove > MAXMOVE / 2 ||
xmove < -MAXMOVE / 2 || ymove < -MAXMOVE / 2)
{
ptryx = mo->pos[VX] + xmove / 2;
ptryy = mo->pos[VY] + ymove / 2;
Expand Down

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