diff --git a/CHANGELOG.txt b/CHANGELOG.txt index 238c4363f..d939eb77b 100644 --- a/CHANGELOG.txt +++ b/CHANGELOG.txt @@ -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 -------- diff --git a/main/physics.c b/main/physics.c index 751f581b2..85380fbcf 100644 --- a/main/physics.c +++ b/main/physics.c @@ -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--; }