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Fixed chain launching
In the process, the stasis flags work like you'd expect them to. You can now set them in Lua or code and they'll actually do something.
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5d1c8d2968
commit
7c5adacc6f
2 changed files with 9 additions and 2 deletions
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@ -1339,6 +1339,9 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
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}
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else
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player->pflags |= PF_ITEMHANG;
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// Can't jump first frame
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player->pflags |= PF_JUMPSTASIS;
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return;
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case MT_BIGMINE:
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case MT_BIGAIRMINE:
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@ -6340,8 +6340,7 @@ static void P_MovePlayer(player_t *player)
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if (!(player->powers[pw_nocontrol] & (1<<15)))
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player->pflags |= PF_JUMPSTASIS;
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}
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else
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player->pflags &= ~PF_FULLSTASIS;
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// note: don't unset stasis here
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if (!player->spectator && G_TagGametype())
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{
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@ -8928,6 +8927,11 @@ void P_PlayerThink(player_t *player)
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if (!player->mo)
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return; // P_MovePlayer removed player->mo.
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// Unset statis flags after moving.
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// In other words, if you manually set stasis via code,
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// it lasts for one tic.
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player->pflags &= ~PF_FULLSTASIS;
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#ifdef POLYOBJECTS
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if (player->onconveyor == 1)
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player->cmomy = player->cmomx = 0;
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