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Ignore collisions between 2 objects that are BOTH in hitlag
Still allows it if a new object interferes to add more hitlag, but this should hooopefully prevent super big knockback stacking from 1 object?
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@ -485,6 +485,10 @@ static boolean PIT_CheckThing(mobj_t *thing)
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|| (thing->player && thing->player->spectator))
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|| (thing->player && thing->player->spectator))
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return true;
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return true;
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// Ignore the collision if BOTH things are in hitlag.
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if (thing->hitlag > 0 && tmthing->hitlag > 0)
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return true;
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if ((thing->flags & MF_NOCLIPTHING) || !(thing->flags & (MF_SOLID|MF_SPECIAL|MF_PAIN|MF_SHOOTABLE|MF_SPRING)))
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if ((thing->flags & MF_NOCLIPTHING) || !(thing->flags & (MF_SOLID|MF_SPECIAL|MF_PAIN|MF_SHOOTABLE|MF_SPRING)))
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return true;
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return true;
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