diff --git a/extras/conf/SRB2-22.cfg b/extras/conf/SRB2-22.cfg index 5a464eb5dc008cfa9c8ddfa490df5f196914f30c..f457fe9721000f0efc7b690b13250387a42cb355 100644 --- a/extras/conf/SRB2-22.cfg +++ b/extras/conf/SRB2-22.cfg @@ -3589,6 +3589,7 @@ thingtypes sprite = "ARCHA1"; width = 24; height = 32; + flags8text = "[8] Don't jump away"; } 118 { diff --git a/src/p_enemy.c b/src/p_enemy.c index 9a9edb5e3a5ac2b7fe9cd205808ceb57cff796d0..def3a87f5001debd69b6aa872c5d516b2d59d91b 100644 --- a/src/p_enemy.c +++ b/src/p_enemy.c @@ -1709,7 +1709,7 @@ void A_HoodThink(mobj_t *actor) dx = (actor->target->x - actor->x), dy = (actor->target->y - actor->y), dz = (actor->target->z - actor->z); dm = P_AproxDistance(dx, dy); // Target dangerously close to robohood, retreat then. - if ((dm < 256<<FRACBITS) && (abs(dz) < 128<<FRACBITS)) + if ((dm < 256<<FRACBITS) && (abs(dz) < 128<<FRACBITS) && !(actor->flags2 & MF2_AMBUSH)) { S_StartSound(actor, actor->info->attacksound); P_SetMobjState(actor, actor->info->raisestate);