forked from Ports/perfect_dark
Merge pull request #725 from joshuarwood/camspy_light_fix
Allow player character to block lights in camspy mode
This commit is contained in:
1 file changed
+2
-1
+2
-1
@@ -1064,7 +1064,8 @@ bool shotTestLos(struct coord *gunpos2d, struct coord *gundir2d, struct coord *g
|
||||
prop = *propptr;
|
||||
if (prop) {
|
||||
if (prop->type == PROPTYPE_CHR
|
||||
|| (prop->type == PROPTYPE_PLAYER && prop->chr && (g_Vars.in_cutscene || playermgrGetPlayerNumByProp(prop) != g_Vars.currentplayernum))) {
|
||||
|| (prop->type == PROPTYPE_PLAYER && prop->chr && (g_Vars.in_cutscene || playermgrGetPlayerNumByProp(prop) != g_Vars.currentplayernum
|
||||
|| g_Vars.currentplayer->eyespy && g_Vars.currentplayer->eyespy->mode == EYESPYMODE_CAMSPY))) {
|
||||
chrTestHit(prop, &shotdata, false, true);
|
||||
} else if (prop->type == PROPTYPE_WEAPON || (prop->type == PROPTYPE_DOOR && ((struct doorobj *)prop->obj)->doortype != DOORTYPE_LASER)
|
||||
|| (prop->type == PROPTYPE_OBJ && prop->obj->type != OBJTYPE_GLASS && prop->obj->type != OBJTYPE_TINTEDGLASS)) {
|
||||
|
||||
Reference in new issue
Block a user