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- SW: Tidy up UpdatePlayerSprite()
a bit.
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parent
774c7795b1
commit
7593114fc7
1 changed files with 9 additions and 40 deletions
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@ -1829,47 +1829,10 @@ void UpdatePlayerUnderSprite(PLAYER* pp)
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void UpdatePlayerSprite(PLAYER* pp)
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{
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DSWActor* actor = pp->actor;
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if (!actor) return;
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// there are multiple death functions
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if (pp->Flags & (PF_DEAD))
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// Adjust player height according to the next action.
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if (!(pp->Flags & PF_DEAD))
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{
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ChangeActorSect(pp->actor, pp->cursector);
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UpdatePlayerUnderSprite(pp);
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return;
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}
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if (pp->sop_control)
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{
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pp->height = PLAYER_HEIGHTF;
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}
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else if (pp->DoPlayerAction == DoPlayerCrawl)
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{
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pp->height = PLAYER_CRAWL_HEIGHTF;
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}
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else if (pp->DoPlayerAction == DoPlayerWade)
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{
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pp->height = PLAYER_HEIGHTF;
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if (pp->WadeDepth > Z(29))
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{
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DoPlayerSpriteBob(pp, pp->height, 3, 3);
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}
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}
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else if (pp->DoPlayerAction == DoPlayerDive)
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{
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pp->height = PLAYER_DIVE_HEIGHTF;
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}
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else if (pp->DoPlayerAction == DoPlayerFly)
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{
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// bobbing and sprite position taken care of in DoPlayerFly
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pp->height = PLAYER_HEIGHTF;
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DoPlayerSpriteBob(pp, pp->height, 6, 3);
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}
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else
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{
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pp->height = PLAYER_HEIGHTF;
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pp->height = (pp->DoPlayerAction == DoPlayerCrawl) ? PLAYER_CRAWL_HEIGHTF : (pp->DoPlayerAction == DoPlayerDive) ? PLAYER_DIVE_HEIGHTF : PLAYER_HEIGHTF;
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}
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ChangeActorSect(pp->actor, pp->cursector);
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@ -3767,6 +3730,8 @@ void DoPlayerFly(PLAYER* pp)
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// Adjust view height moving up and down sectors
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DoPlayerViewOffset(pp);
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DoPlayerSpriteBob(pp, PLAYER_HEIGHTF, 6, 3);
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}
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@ -5031,6 +4996,10 @@ void DoPlayerWade(PLAYER* pp)
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DoPlayerBeginRun(pp);
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return;
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}
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else if (pp->WadeDepth > Z(29))
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{
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DoPlayerSpriteBob(pp, PLAYER_HEIGHTF, 3, 3);
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}
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}
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