Increasing the collision count for objects so there can be 8 for all objects; also do not increase count when colliding with a powerup as it should not change our movement

This commit is contained in:
zicodxx 2011-01-23 11:59:46 +01:00
parent e5c1c4f963
commit 5b6c028c60
2 changed files with 3 additions and 8 deletions

View file

@ -3,6 +3,7 @@ D1X-Rebirth Changelog
20110123
--------
main/ai.c: Taking out one Assert in init_boss_segments() stopping the program if there is more than one boss in level - taking out because it's not fatal or unsafe to do that
main/physics.c: Increasing the collision count for objects so there can be 8 for all objects; also do not increase count when colliding with a powerup as it should not change our movement
20110122
--------

View file

@ -423,13 +423,7 @@ void do_physics_sim(object *obj)
count++;
// If retry count is getting large, then we are trying to do something stupid.
if ( count > 3) {
if (obj->type == OBJ_PLAYER) {
if (count > 8)
break;
} else
break;
}
if (count > 8) break; // in original code this was 3 for all non-player objects. still leave us some limit in case fvi goes apeshit.
vm_vec_add(&new_pos,&obj->pos,&frame_vec);
@ -458,7 +452,7 @@ void do_physics_sim(object *obj)
if (fate == HIT_OBJECT) {
object *objp = &Objects[hit_info.hit_object];
if ((objp->type == OBJ_WEAPON) && (objp->id == PROXIMITY_ID))
if (((objp->type == OBJ_WEAPON) && (objp->id == PROXIMITY_ID)) || objp->type == OBJ_POWERUP) // do not increase count for powerups since they *should* not change our movement
count--;
}