Check for ACT_FLAG_INTANGIBLE in passes_pvp_interaction_checks()
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@ -1332,12 +1332,12 @@ u8 passes_pvp_interaction_checks(struct MarioState* attacker, struct MarioState*
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u8 isAttackerInvulnerable = (attacker->action & ACT_FLAG_INVULNERABLE) || attacker->invincTimer != 0 || attacker->hurtCounter != 0;
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u8 isInvulnerable = (victim->action & ACT_FLAG_INVULNERABLE) || victim->invincTimer != 0 || victim->hurtCounter != 0 || isInCutscene;
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u8 isIgnoredAttack = (attacker->action == ACT_JUMP || attacker->action == ACT_DOUBLE_JUMP || attacker->action == ACT_LONG_JUMP || attacker->action == ACT_SIDE_FLIP);
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u8 isVictimIntangible = (victim->action & ACT_FLAG_INTANGIBLE);
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if (victim->knockbackTimer > 0) {
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return false;
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}
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return (!isInvulnerable && !isIgnoredAttack && !isAttackerInvulnerable);
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return (!isInvulnerable && !isIgnoredAttack && !isAttackerInvulnerable && !isVictimIntangible);
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}
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u32 interact_player(struct MarioState* m, UNUSED u32 interactType, struct Object* o) {
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