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Blood: Undo CanMove() inaccuracy #752

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Sep 5, 2023
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11 changes: 10 additions & 1 deletion source/blood/src/ai.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -203,8 +203,17 @@ bool CanMove(spritetype *pSprite, int a2, int nAngle, int nRange)
if (Underwater)
return true;
break;
case kDudeCerberusTwoHead:
case kDudeCerberusOneHead:
if (VanillaMode())
{
if (Crusher)
return false;
if ((nXSector < 0 || (!xsector[nXSector].Underwater && !xsector[nXSector].Depth)) && floorZ - bottom > 0x2000)
return false;
break;
}
fallthrough__;
case kDudeCerberusTwoHead:
// by NoOne: a quick fix for Cerberus spinning in E3M7-like maps, where damage sectors is used.
// It makes ignore danger if enemy immune to N damageType. As result Cerberus start acting like
// in Blood 1.0 so it can move normally to player. It's up to you for adding rest of enemies here as
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