Bubble Shield trap overlay fixes

- Add player momentum to it, so that it lines up better
- Set noclip so it doesn't stop against walls
This commit is contained in:
Sally Cochenour 2020-03-17 19:27:09 -04:00
parent 32d1abeb2b
commit eb2c36348e

View file

@ -9709,12 +9709,13 @@ void P_MobjThinker(mobj_t *mobj)
{
player_t *player = mobj->tracer->player;
mobj->flags = MF_NOCLIP|MF_NOCLIPHEIGHT|MF_NOCLIPTHING|MF_NOGRAVITY|MF_DONTENCOREMAP;
mobj->extravalue1 = 1;
P_TeleportMove(mobj,
mobj->tracer->x + P_ReturnThrustX(NULL, mobj->tracer->angle+ANGLE_90, (mobj->cvmem)<<FRACBITS),
mobj->tracer->y + P_ReturnThrustY(NULL, mobj->tracer->angle+ANGLE_90, (mobj->cvmem)<<FRACBITS),
mobj->tracer->z - (4*mobj->tracer->scale) + (P_RandomRange(-abs(mobj->cvmem), abs(mobj->cvmem))<<FRACBITS));
mobj->tracer->x + mobj->tracer->momx + P_ReturnThrustX(NULL, mobj->tracer->angle+ANGLE_90, (mobj->cvmem)<<FRACBITS),
mobj->tracer->y + mobj->tracer->momy + P_ReturnThrustY(NULL, mobj->tracer->angle+ANGLE_90, (mobj->cvmem)<<FRACBITS),
mobj->tracer->z + mobj->tracer->momz - (4*mobj->tracer->scale) + (P_RandomRange(-abs(mobj->cvmem), abs(mobj->cvmem))<<FRACBITS));
mobj->cvmem /= 2;
mobj->momz = 0;