From d80689f0d1eed96447e45beeb09e70725748ffa8 Mon Sep 17 00:00:00 2001 From: James R Date: Mon, 4 Dec 2023 20:25:15 -0800 Subject: [PATCH] K_HandleFollower: set follower punt_ref to player --- src/k_follower.c | 3 +++ 1 file changed, 3 insertions(+) diff --git a/src/k_follower.c b/src/k_follower.c index f288d63f1..78e233e4c 100644 --- a/src/k_follower.c +++ b/src/k_follower.c @@ -419,6 +419,7 @@ void K_HandleFollower(player_t *player) K_UpdateFollowerState(player->follower, fl->idlestate, FOLLOWERSTATE_IDLE); P_SetTarget(&player->follower->target, player->mo); // we need that to know when we need to disappear + P_SetTarget(&player->follower->punt_ref, player->mo); player->follower->angle = player->follower->old_angle = player->mo->angle; // This is safe to only spawn it here, the follower is removed then respawned when switched. @@ -427,10 +428,12 @@ void K_HandleFollower(player_t *player) bmobj = P_SpawnMobj(player->follower->x, player->follower->y, player->follower->z, MT_FOLLOWERBUBBLE_FRONT); P_SetTarget(&player->follower->hnext, bmobj); P_SetTarget(&bmobj->target, player->follower); // Used to know if we have to despawn at some point. + P_SetTarget(&bmobj->punt_ref, player->mo); bmobj = P_SpawnMobj(player->follower->x, player->follower->y, player->follower->z, MT_FOLLOWERBUBBLE_BACK); P_SetTarget(&player->follower->hnext->hnext, bmobj); // this seems absolutely stupid, I know, but this will make updating the momentums/flags of these a bit easier. P_SetTarget(&bmobj->target, player->follower); // Ditto + P_SetTarget(&bmobj->punt_ref, player->mo); } } else // follower exists, woo!