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Did some testing, needed to fix one more issue with moving surfaces and spinning.
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parent
e3aec8e067
commit
ed8ad7abde
2 changed files with 8 additions and 5 deletions
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@ -2884,7 +2884,7 @@ static boolean P_ThingHeightClip(mobj_t *thing)
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if (thing->z != oldz)
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{
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if (thing->player)
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P_PlayerHitFloor(thing->player, false);
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P_PlayerHitFloor(thing->player, !onfloor);
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}
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// debug: be sure it falls to the floor
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11
src/p_user.c
11
src/p_user.c
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@ -2194,10 +2194,13 @@ boolean P_PlayerHitFloor(player_t *player, boolean dorollstuff)
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if ((clipmomz = !(P_CheckDeathPitCollide(player->mo))) && player->mo->health && !player->spectator)
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{
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if (dorollstuff && (player->charability2 == CA2_SPINDASH) && !(player->pflags & PF_THOKKED) && (player->cmd.buttons & BT_USE) && (FixedHypot(player->mo->momx, player->mo->momy) > (5*player->mo->scale)))
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player->pflags |= PF_SPINNING;
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else if (!(player->pflags & PF_STARTDASH))
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player->pflags &= ~PF_SPINNING;
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if (dorollstuff)
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{
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if ((player->charability2 == CA2_SPINDASH) && !(player->pflags & PF_THOKKED) && (player->cmd.buttons & BT_USE) && (FixedHypot(player->mo->momx, player->mo->momy) > (5*player->mo->scale)))
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player->pflags |= PF_SPINNING;
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else if (!(player->pflags & PF_STARTDASH))
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player->pflags &= ~PF_SPINNING;
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}
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if (player->pflags & PF_SPINNING)
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{
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