Slight tweaks to object dodging

This commit is contained in:
Sally Cochenour 2020-04-03 13:42:27 -04:00
parent 5dec13c848
commit 578f4ae2c1

View file

@ -367,7 +367,7 @@ static void K_SteerFromObject(mobj_t *bot, mobj_t *thing, boolean towards)
amount = -amount;
if (dist <= (bot->radius + thing->radius) * 2)
if (dist <= (bot->radius + thing->radius))
{
// Don't need to turn any harder!
return;
@ -406,11 +406,16 @@ static inline boolean K_BotSteerObjects(mobj_t *thing)
switch (thing->type)
{
case MT_BANANA:
case MT_BANANA_SHIELD:
case MT_EGGMANITEM:
case MT_EGGMANITEM_SHIELD:
case MT_ORBINAUT:
case MT_ORBINAUT_SHIELD:
case MT_JAWZ:
case MT_JAWZ_DUD:
case MT_JAWZ_SHIELD:
case MT_SSMINE:
case MT_SSMINE_SHIELD:
case MT_BALLHOG:
case MT_SPB:
K_SteerFromObject(botmo, thing, false);
@ -506,7 +511,7 @@ static inline boolean K_BotSteerObjects(mobj_t *thing)
}
break;
default:
if (thing->flags & (MF_ENEMY|MF_BOSS|MF_PAIN|MF_MISSILE|MF_FIRE))
if (thing->flags & (MF_SOLID|MF_ENEMY|MF_BOSS|MF_PAIN|MF_MISSILE|MF_FIRE))
{
K_SteerFromObject(botmo, thing, false);
}