Fix bots being unable to trigger

UDMF regression
This commit is contained in:
Sally Coolatta 2022-11-26 20:46:37 -05:00
parent ad02fbcf32
commit 581b989fe4
3 changed files with 3 additions and 9 deletions

View file

@ -750,9 +750,6 @@ boolean P_LookForPlayers(mobj_t *actor, boolean allaround, boolean tracer, fixed
if (player->mo->health <= 0) if (player->mo->health <= 0)
continue; // dead continue; // dead
if (player->bot)
continue; // ignore bots
if (dist > 0 if (dist > 0
&& P_AproxDistance(P_AproxDistance(player->mo->x - actor->x, player->mo->y - actor->y), player->mo->z - actor->z) > dist) && P_AproxDistance(P_AproxDistance(player->mo->x - actor->x, player->mo->y - actor->y), player->mo->z - actor->z) > dist)
continue; // Too far away continue; // Too far away

View file

@ -4538,7 +4538,7 @@ boolean P_SupermanLook4Players(mobj_t *actor)
{ {
if (playeringame[c] && !players[c].spectator) if (playeringame[c] && !players[c].spectator)
{ {
if (!players[c].mo || players[c].bot) if (!players[c].mo)
continue; continue;
if (players[c].mo->health <= 0) if (players[c].mo->health <= 0)

View file

@ -4282,7 +4282,7 @@ boolean P_IsPlayerValid(size_t playernum)
boolean P_CanPlayerTrigger(size_t playernum) boolean P_CanPlayerTrigger(size_t playernum)
{ {
return P_IsPlayerValid(playernum) && !players[playernum].bot; return P_IsPlayerValid(playernum);
} }
/// \todo check continues for proper splitscreen support? /// \todo check continues for proper splitscreen support?
@ -4310,7 +4310,7 @@ static void P_ProcessEggCapsule(player_t *player, sector_t *sector)
mobj_t *mo2; mobj_t *mo2;
INT32 i; INT32 i;
if (player->bot || sector->ceilingdata || sector->floordata) if (sector->ceilingdata || sector->floordata)
return; return;
// Find the center of the Eggtrap and release all the pretty animals! // Find the center of the Eggtrap and release all the pretty animals!
@ -4517,9 +4517,6 @@ static void P_EvaluateDamageType(player_t *player, sector_t *sector, boolean isT
static void P_EvaluateLinedefExecutorTrigger(player_t *player, sector_t *sector, boolean isTouching) static void P_EvaluateLinedefExecutorTrigger(player_t *player, sector_t *sector, boolean isTouching)
{ {
if (player->bot)
return;
if (!sector->triggertag) if (!sector->triggertag)
return; return;