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Obj_PlayerUFOCollide: Apply height checks even when boosting
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1 changed files with 10 additions and 10 deletions
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@ -723,6 +723,16 @@ void Obj_PlayerUFOCollide(mobj_t *ufo, mobj_t *other)
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return;
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}
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if (other->z > ufo->z + ufo->height)
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{
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return; // overhead
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}
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if (other->z + other->height < ufo->z)
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{
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return; // underneath
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}
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if ((other->player->sneakertimer > 0)
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&& !P_PlayerInPain(other->player)
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&& (other->player->flashing == 0))
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@ -737,16 +747,6 @@ void Obj_PlayerUFOCollide(mobj_t *ufo, mobj_t *other)
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const angle_t moveAngle = K_MomentumAngle(ufo);
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const angle_t clipAngle = R_PointToAngle2(ufo->x, ufo->y, other->x, other->y);
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if (other->z > ufo->z + ufo->height)
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{
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return; // overhead
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}
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if (other->z + other->height < ufo->z)
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{
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return; // underneath
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}
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if (AngleDelta(moveAngle, clipAngle) < ANG60)
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{
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// in front
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