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Fixed the thing where if you thok into a solid object you spin really fast in the air without moving OR losing your momentum.
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b8345aaf27
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1 changed files with 22 additions and 9 deletions
31
src/p_map.c
31
src/p_map.c
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@ -989,12 +989,18 @@ static boolean PIT_CheckThing(mobj_t *thing)
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// block only when jumping not high enough,
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// (dont climb max. 24units while already in air)
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// if not in air, let P_TryMove() decide if it's not too high
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// since return false doesn't handle momentum properly,
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// we lie to P_TryMove() so it's always too high
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if (tmthing->player && tmthing->z + tmthing->height > topz
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&& tmthing->z + tmthing->height < tmthing->ceilingz)
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return false; // block while in air
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if (thing->flags & MF_SPRING)
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{
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tmceilingz = INT32_MIN; // block while in air
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#ifdef ESLOPE
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tmceilingslope = NULL;
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#endif
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tmfloorthing = thing; // needed for side collision
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}
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else if (thing->flags & MF_SPRING)
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;
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else if (topz < tmceilingz && tmthing->z <= thing->z+thing->height)
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{
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@ -1026,11 +1032,18 @@ static boolean PIT_CheckThing(mobj_t *thing)
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// block only when jumping not high enough,
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// (dont climb max. 24units while already in air)
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// if not in air, let P_TryMove() decide if it's not too high
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if (tmthing->player && tmthing->z < topz && tmthing->z > tmthing->floorz)
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return false; // block while in air
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if (thing->flags & MF_SPRING)
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// since return false doesn't handle momentum properly,
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// we lie to P_TryMove() so it's always too high
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if (tmthing->player && tmthing->z < topz
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&& tmthing->z > tmthing->floorz)
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{
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tmfloorz = INT32_MAX; // block while in air
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#ifdef ESLOPE
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tmfloorslope = NULL;
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#endif
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tmfloorthing = thing; // needed for side collision
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}
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else if (thing->flags & MF_SPRING)
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;
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else if (topz > tmfloorz && tmthing->z+tmthing->height >= thing->z)
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{
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