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- Duke: Back up all sprites as soon as possible.
* The player's input is processed before the sprites were backed up, causing interpolation issues with the player's Z.
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parent
abd6275f17
commit
9972c65842
5 changed files with 6 additions and 21 deletions
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@ -4370,24 +4370,6 @@ DDukeActor *LocateTheLocator(int n, sectortype* sect)
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//
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//
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//---------------------------------------------------------------------------
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//---------------------------------------------------------------------------
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void recordoldspritepos()
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{
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for (int statNum = 0; statNum < MAXSTATUS; statNum++)
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{
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DukeStatIterator it(statNum);
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while (auto ac = it.Next())
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{
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ac->backuploc();
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}
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}
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void movefta(void)
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void movefta(void)
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{
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{
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@ -3270,7 +3270,6 @@ void think_d(void)
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{
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{
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thinktime.Reset();
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thinktime.Reset();
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thinktime.Clock();
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thinktime.Clock();
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recordoldspritepos();
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movefta(); //ST 2
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movefta(); //ST 2
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moveweapons_d(); //ST 4
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moveweapons_d(); //ST 4
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@ -3739,7 +3739,6 @@ void think_r(void)
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{
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{
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thinktime.Reset();
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thinktime.Reset();
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thinktime.Clock();
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thinktime.Clock();
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recordoldspritepos();
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movefta(); //ST 2
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movefta(); //ST 2
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moveweapons_r(); //ST 4
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moveweapons_r(); //ST 4
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@ -226,7 +226,6 @@ int playercolor2lookup(int color);
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void PlayerColorChanged(void);
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void PlayerColorChanged(void);
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bool movementBlocked(player_struct *p);
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bool movementBlocked(player_struct *p);
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void loadcons();
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void loadcons();
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void recordoldspritepos();
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void DrawStatusBar();
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void DrawStatusBar();
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inline int32_t krand(void)
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inline int32_t krand(void)
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@ -69,6 +69,12 @@ void GameInterface::Ticker()
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ud.cameraactor = nullptr;
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ud.cameraactor = nullptr;
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everyothertime++;
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everyothertime++;
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DukeSpriteIterator it;
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while (auto ac = it.Next())
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{
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ac->backuploc();
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}
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global_random = krand();
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global_random = krand();
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fi.movetransports();//ST 9
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fi.movetransports();//ST 9
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movedummyplayers();//ST 13
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movedummyplayers();//ST 13
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