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Moved the standingslope check in P_ZMovement to after the FOF and height adjustment as it is in P_PlayerZMovement, as reccomended.
Doesn't actually stop Crawla jittering, but might as well make it happen for consistency's sake.
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parent
44a6e8bb54
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1 changed files with 10 additions and 10 deletions
20
src/p_mobj.c
20
src/p_mobj.c
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@ -2165,16 +2165,6 @@ static boolean P_ZMovement(mobj_t *mo)
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I_Assert(mo != NULL);
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I_Assert(mo != NULL);
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I_Assert(!P_MobjWasRemoved(mo));
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I_Assert(!P_MobjWasRemoved(mo));
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#ifdef ESLOPE
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if (mo->standingslope)
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{
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if (mo->flags & MF_NOCLIPHEIGHT)
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mo->standingslope = NULL;
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else if (!P_IsObjectOnGround(mo))
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P_SlopeLaunch(mo);
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}
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#endif
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// Intercept the stupid 'fall through 3dfloors' bug
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// Intercept the stupid 'fall through 3dfloors' bug
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if (mo->subsector->sector->ffloors)
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if (mo->subsector->sector->ffloors)
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P_AdjustMobjFloorZ_FFloors(mo, mo->subsector->sector, 0);
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P_AdjustMobjFloorZ_FFloors(mo, mo->subsector->sector, 0);
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@ -2189,6 +2179,16 @@ static boolean P_ZMovement(mobj_t *mo)
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}
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}
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mo->z += mo->momz;
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mo->z += mo->momz;
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#ifdef ESLOPE
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if (mo->standingslope)
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{
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if (mo->flags & MF_NOCLIPHEIGHT)
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mo->standingslope = NULL;
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else if (!P_IsObjectOnGround(mo))
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P_SlopeLaunch(mo);
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}
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#endif
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switch (mo->type)
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switch (mo->type)
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{
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{
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case MT_THROWNBOUNCE:
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case MT_THROWNBOUNCE:
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