From 689dc61fa8a58a5df0bcc3c9a785e93151351641 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Ricardo=20Lu=C3=ADs=20Vaz=20Silva?= Date: Sat, 19 Oct 2024 11:30:04 -0300 Subject: [PATCH] Fully revert #2479 --- src/playsim/actor.h | 2 +- src/playsim/p_enemy.cpp | 6 ------ src/playsim/p_spec.cpp | 1 + 3 files changed, 2 insertions(+), 7 deletions(-) diff --git a/src/playsim/actor.h b/src/playsim/actor.h index 4fb96c952e7..98e4d88b7ab 100644 --- a/src/playsim/actor.h +++ b/src/playsim/actor.h @@ -442,7 +442,7 @@ enum ActorFlag9 MF9_DOSHADOWBLOCK = 0x00000002, // [inkoalawetrust] Should the monster look for SHADOWBLOCK actors ? MF9_SHADOWBLOCK = 0x00000004, // [inkoalawetrust] Actors in the line of fire with this flag trigger the MF_SHADOW aiming penalty. MF9_SHADOWAIMVERT = 0x00000008, // [inkoalawetrust] Monster aim is also offset vertically when aiming at shadow actors. - MF9_DECOUPLEDANIMATIONS = 0x00000010, // [RL0] Decouple model animations from states + MF9_DECOUPLEDANIMATIONS = 0x00000010, // [RL0] Decouple model animations from states MF9_ISPUFF = 0x00000040, // [AA] Set on actors by P_SpawnPuff }; diff --git a/src/playsim/p_enemy.cpp b/src/playsim/p_enemy.cpp index 55f50148810..f87c28654ae 100644 --- a/src/playsim/p_enemy.cpp +++ b/src/playsim/p_enemy.cpp @@ -464,12 +464,6 @@ static int P_IsUnderDamage(AActor* actor) dir |= cl->getDirection(); } // Q: consider crushing 3D floors too? - // [inkoalawetrust] Check for sectors that can harm the actor. - if (!(actor->flags9 & MF9_NOSECTORDAMAGE) && seclist->m_sector->damageamount > 0) - { - if (seclist->m_sector->MoreFlags & SECMF_HARMINAIR || actor->isAtZ(seclist->m_sector->LowestFloorAt(actor)) || actor->waterlevel) - return (actor->player || (actor->player == nullptr && seclist->m_sector->MoreFlags & SECMF_HURTMONSTERS)) ? -1 : 0; - } } return dir; } diff --git a/src/playsim/p_spec.cpp b/src/playsim/p_spec.cpp index ab52f285af1..6ffc2d9af44 100644 --- a/src/playsim/p_spec.cpp +++ b/src/playsim/p_spec.cpp @@ -434,6 +434,7 @@ void P_PlayerInSpecialSector (player_t *player, sector_t * sector) { return; } + } // Has hit ground.