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- When a missile teleports, maintain velocity on the other end.
SVN r3322 (trunk)
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1 changed files with 7 additions and 2 deletions
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@ -110,6 +110,7 @@ bool P_Teleport (AActor *thing, fixed_t x, fixed_t y, fixed_t z, angle_t angle,
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sector_t *destsect;
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bool resetpitch = false;
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fixed_t floorheight, ceilingheight;
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fixed_t missilespeed;
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oldx = thing->x;
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oldy = thing->y;
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@ -122,6 +123,10 @@ bool P_Teleport (AActor *thing, fixed_t x, fixed_t y, fixed_t z, angle_t angle,
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player = NULL;
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floorheight = destsect->floorplane.ZatPoint (x, y);
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ceilingheight = destsect->ceilingplane.ZatPoint (x, y);
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if (thing->flags & MF_MISSILE)
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{ // We don't measure z velocity, because it doesn't change.
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missilespeed = xs_CRoundToInt(TVector2<double>(thing->velx, thing->vely).Length());
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}
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if (z == ONFLOORZ)
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{
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if (player)
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@ -206,8 +211,8 @@ bool P_Teleport (AActor *thing, fixed_t x, fixed_t y, fixed_t z, angle_t angle,
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if (thing->flags & MF_MISSILE)
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{
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angle >>= ANGLETOFINESHIFT;
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thing->velx = FixedMul (thing->Speed, finecosine[angle]);
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thing->vely = FixedMul (thing->Speed, finesine[angle]);
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thing->velx = FixedMul (missilespeed, finecosine[angle]);
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thing->vely = FixedMul (missilespeed, finesine[angle]);
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}
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// [BC] && bHaltVelocity.
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else if (!keepOrientation && bHaltVelocity) // no fog doesn't alter the player's momentum
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