View Issue Details

IDProjectCategoryView StatusLast Update
0000126Gameplay + OpenGL[All Projects] Bugpublic2017-01-27 12:27
ReporterMajor Cooke 
Assigned To 
PrioritynormalSeverityminorReproducibilityhave not tried
Status closedResolutionno change required 
Summary0000126: P_BounceActor call always passes false
DescriptionInside P_XYMovement:
                if (BlockingMobj)
                {
                    if (mo->BounceFlags & BOUNCE_Actors)
                    {
                        // Bounce test and code moved to P_BounceActor
                        if (!P_BounceActor(mo, BlockingMobj, false))
                        {	// Struck a player/creature
                            P_ExplodeMissile (mo, NULL, BlockingMobj);
                        }
                        return Oldfloorz;
                    }
                }


Shouldn't this:
if (!P_BounceActor(mo, BlockingMobj, false))
be this?
if (!P_BounceActor(mo, BlockingMobj, !!(mo->flags2 & MF2_ONMOBJ)))
TagsNo tags attached.

Relationships

Activities

Graf Zahl

Graf Zahl

2017-01-27 12:26

administrator   ~0000258

No. This piece of code is for horizontal collisions only.

Issue History

Date Modified Username Field Change
2017-01-27 11:33 Major Cooke New Issue
2017-01-27 12:26 Graf Zahl Note Added: 0000258
2017-01-27 12:27 Graf Zahl Status new => closed
2017-01-27 12:27 Graf Zahl Resolution open => no change required