Allow hitting players who are flashing, but are still in hitlag

This commit is contained in:
Sally Coolatta 2020-07-31 22:29:08 -04:00
parent 0cb123f74e
commit 0db881d058

View file

@ -30,7 +30,7 @@ boolean K_OrbinautJawzCollide(mobj_t *t1, mobj_t *t2)
if (t2->player) if (t2->player)
{ {
if (t2->player->powers[pw_flashing] if ((t2->player->powers[pw_flashing] > 0 && t2->hitlag == 0)
&& !(t1->type == MT_ORBINAUT || t1->type == MT_JAWZ || t1->type == MT_JAWZ_DUD)) && !(t1->type == MT_ORBINAUT || t1->type == MT_JAWZ || t1->type == MT_JAWZ_DUD))
return true; return true;
@ -130,7 +130,7 @@ boolean K_BananaBallhogCollide(mobj_t *t1, mobj_t *t2)
if (t2->player) if (t2->player)
{ {
if (t2->player->powers[pw_flashing]) if (t2->player->powers[pw_flashing] > 0 && t2->hitlag == 0)
return true; return true;
// Banana snipe! // Banana snipe!
@ -277,7 +277,7 @@ boolean K_MineCollide(mobj_t *t1, mobj_t *t2)
if (t2->player) if (t2->player)
{ {
if (t2->player->powers[pw_flashing]) if (t2->player->powers[pw_flashing] > 0 && t2->hitlag == 0)
return true; return true;
// Bomb punting // Bomb punting
@ -317,7 +317,7 @@ boolean K_MineExplosionCollide(mobj_t *t1, mobj_t *t2)
{ {
if (t2->player) if (t2->player)
{ {
if (t2->player->powers[pw_flashing]) if (t2->player->powers[pw_flashing] > 0 && t2->hitlag == 0)
return true; return true;
if (t1->state == &states[S_MINEEXPLOSION1]) if (t1->state == &states[S_MINEEXPLOSION1])
@ -347,7 +347,7 @@ boolean K_KitchenSinkCollide(mobj_t *t1, mobj_t *t2)
if (t2->player) if (t2->player)
{ {
if (t2->player->powers[pw_flashing]) if (t2->player->powers[pw_flashing] > 0 && t2->hitlag == 0)
return true; return true;
S_StartSound(NULL, sfx_bsnipe); // let all players hear it. S_StartSound(NULL, sfx_bsnipe); // let all players hear it.