Only run fallback traversal for bounce and slide for gameplay important objects

Mostly to prevent issues with objects such as mine explosion particles and other visual effects from spamming traversals
This commit is contained in:
NepDisk 2025-09-08 17:09:55 -04:00
parent 89f0ef836b
commit 15b83e9fc3

View file

@ -3438,6 +3438,8 @@ void P_SlideMove(mobj_t *mo, TryMoveResult_t *result)
bestslideline = result->line;
if (bestslideline == NULL)
{
if (K_IsMissileOrKartItem(mo))
{
if (cv_showgremlins.value)
{
@ -3458,6 +3460,7 @@ void P_SlideMove(mobj_t *mo, TryMoveResult_t *result)
// We were not succesful, try the old version.
P_SlideMoveOLD(mo);
}
return;
}
@ -4200,6 +4203,8 @@ void P_BounceMove(mobj_t *mo, TryMoveResult_t *result)
bestslideline = result->line;
if (bestslideline == NULL)
{
if (K_IsMissileOrKartItem(mo))
{
if (cv_showgremlins.value)
{
@ -4219,6 +4224,7 @@ void P_BounceMove(mobj_t *mo, TryMoveResult_t *result)
// We were not succesful, try the old version.
P_BounceMoveOLD(mo);
}
return;
}