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        // If a non-projectile would fall onto non-frozen enemy OR an enemy onto a player...
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        // If a non-projectile would fall onto non-frozen enemy OR an enemy onto a player...
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        if ((A_CheckEnemySprite(hitspr) && hitspr->pal != 1 && s->statnum != STAT_PROJECTILE)
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        if ((A_CheckEnemySprite(hitspr) && hitspr->pal != 1 && s->statnum != STAT_PROJECTILE)
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                || (hitspr->picnum == APLAYER && A_CheckEnemySprite(s)))
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                || (hitspr->picnum == APLAYER && A_CheckEnemySprite(s)))
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        {
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        {
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            actor[iActor].flags |= SFLAG_NOFLOORSHADOW;  // No shadows on actors
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            actor[iActor].flags |= SFLAG_NOFLOORSHADOW;  // No shadows on actors
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            s->xvel = -256;
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            s->xvel = -256;  // SLIDE_ABOVE_ENEMY
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            A_SetSprite(iActor, CLIPMASK0);
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            A_SetSprite(iActor, CLIPMASK0);
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        }
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        }
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        else if (s->statnum == STAT_PROJECTILE && hitspr->picnum == APLAYER && s->owner==florhit)
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        else if (s->statnum == STAT_PROJECTILE && hitspr->picnum == APLAYER && s->owner==florhit)
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        {
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        {
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            actor[iActor].ceilingz = sector[s->sectnum].ceilingz;
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            actor[iActor].ceilingz = sector[s->sectnum].ceilingz;