Don't explode mines multiple times while they're in hitlag

This commit is contained in:
Sally Coolatta 2020-11-10 23:50:59 -05:00
parent 87e3dd518b
commit 94eca0f928
2 changed files with 7 additions and 1 deletions

View file

@ -2815,7 +2815,7 @@ void K_SpawnMineExplosion(mobj_t *source, UINT8 color)
if (!bombflashtimer && P_CheckSight(p->mo, source))
{
bombflashtimer = TICRATE*2;
P_FlashPal(p, 1, 1);
P_FlashPal(p, PAL_WHITE, 1);
}
break; // we can break right now because quakes are global to all split players somehow.
}

View file

@ -4457,6 +4457,9 @@ void A_GrenadeRing(mobj_t *actor)
if (actor->flags2 & MF2_DEBRIS)
return;
if (actor->hitlag > 0)
return;
if (actor->state == &states[S_SSMINE_DEPLOY8])
explodedist = (3*explodedist)/2;
@ -4524,6 +4527,9 @@ void A_SSMineExplode(mobj_t *actor)
if (actor->flags2 & MF2_DEBRIS)
return;
if (actor->hitlag > 0)
return;
type = (mobjtype_t)locvar1;
// Use blockmap to check for nearby shootables