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
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@ -3,6 +3,7 @@ D1X-Rebirth Changelog
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20110123
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20110123
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--------
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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
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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
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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
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20110122
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20110122
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--------
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--------
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@ -423,13 +423,7 @@ void do_physics_sim(object *obj)
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count++;
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count++;
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// If retry count is getting large, then we are trying to do something stupid.
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// If retry count is getting large, then we are trying to do something stupid.
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if ( count > 3) {
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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.
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if (obj->type == OBJ_PLAYER) {
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if (count > 8)
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break;
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} else
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break;
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}
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vm_vec_add(&new_pos,&obj->pos,&frame_vec);
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vm_vec_add(&new_pos,&obj->pos,&frame_vec);
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@ -458,7 +452,7 @@ void do_physics_sim(object *obj)
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if (fate == HIT_OBJECT) {
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if (fate == HIT_OBJECT) {
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object *objp = &Objects[hit_info.hit_object];
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object *objp = &Objects[hit_info.hit_object];
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if ((objp->type == OBJ_WEAPON) && (objp->id == PROXIMITY_ID))
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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
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count--;
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count--;
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}
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}
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