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Fix PlayerZMovement spam and infinite MFE_JUSTHITFLOOR when standing on a solid object
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1 changed files with 4 additions and 15 deletions
13
src/p_mobj.c
13
src/p_mobj.c
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@ -3781,7 +3781,7 @@ static void P_PlayerMobjThinker(mobj_t *mobj)
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// always do the gravity bit now, that's simpler
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// always do the gravity bit now, that's simpler
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// BUT CheckPosition only if wasn't done before.
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// BUT CheckPosition only if wasn't done before.
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if (!(mobj->eflags & MFE_ONGROUND) || mobj->momz
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if (mobj->momz
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|| ((mobj->eflags & MFE_VERTICALFLIP) && mobj->z + mobj->height != mobj->ceilingz)
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|| ((mobj->eflags & MFE_VERTICALFLIP) && mobj->z + mobj->height != mobj->ceilingz)
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|| (!(mobj->eflags & MFE_VERTICALFLIP) && mobj->z != mobj->floorz)
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|| (!(mobj->eflags & MFE_VERTICALFLIP) && mobj->z != mobj->floorz)
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|| P_IsObjectInGoop(mobj))
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|| P_IsObjectInGoop(mobj))
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@ -3794,17 +3794,6 @@ static void P_PlayerMobjThinker(mobj_t *mobj)
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}
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}
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else
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else
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{
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{
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#if 0 // i don't know why this is here, it's causing a few undesired state glitches, and disabling it doesn't appear to negatively affect the game, but i don't want it gone permanently just in case some obscure bug crops up
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if (!(mobj->player->powers[pw_carry] == CR_NIGHTSMODE)) // used for drilling
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mobj->player->pflags &= ~PF_STARTJUMP;
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mobj->player->pflags &= ~(PF_JUMPED|PF_NOJUMPDAMAGE);
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if (mobj->player->secondjump || mobj->player->powers[pw_tailsfly])
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{
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mobj->player->secondjump = 0;
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mobj->player->powers[pw_tailsfly] = 0;
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P_SetMobjState(mobj, S_PLAY_WALK);
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}
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#endif
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mobj->eflags &= ~MFE_JUSTHITFLOOR;
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mobj->eflags &= ~MFE_JUSTHITFLOOR;
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}
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}
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