Improve bitwise evaluations for blast.
@@ -20056,7 +20056,7 @@ void do_attack(entity *e)
}
// If any blast active, use projectile hit property.
- if(e->projectile != BLAST_NONE)
+ if(e->projectile & BLAST_ATTACK)
{
them = e->modeldata.projectilehit;
}
@@ -20568,7 +20568,7 @@ void do_attack(entity *e)
sound_play_sample(SAMPLE_BLOCK, 0, savedata.effectvol, savedata.effectvol, 100); // Default block sound effect
}
}
- else if(e->projectile != BLAST_NONE && SAMPLE_INDIRECT >= 0)
+ else if(e->projectile & BLAST_ATTACK && SAMPLE_INDIRECT >= 0)
{
sound_play_sample(SAMPLE_INDIRECT, 0, savedata.effectvol, savedata.effectvol, 100);
}
@@ -24240,10 +24240,10 @@ void common_fall()
doland();
return;
}
- }
self->falling = 0;
}
+ }
// Drop Weapon due to Enemy Falling.
//if(self->modeldata.weaploss[0] == WEAPLOSS_TYPE_KNOCKDOWN) dropweapon(1);
@@ -29469,7 +29469,7 @@ int ai_check_ducking()
return 0;
}
- if(self->projectile != BLAST_NONE)
+ if(self->projectile & BLAST_ATTACK)
{
them = self->modeldata.projectilehit;
}
