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- don't read the full height of a player from the defaults, because that cannot be changed by A_SetHeight.
Instead a new member, FullHeight is used for this now.
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3a0aaa62e7
commit
17ed23bfcc
4 changed files with 13 additions and 5 deletions
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@ -150,6 +150,7 @@ public:
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int MugShotMaxHealth;
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int RunHealth;
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int PlayerFlags;
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double FullHeight;
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TObjPtr<AInventory> InvFirst; // first inventory item displayed on inventory bar
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TObjPtr<AInventory> InvSel; // selected inventory item
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@ -6906,6 +6906,10 @@ DEFINE_ACTION_FUNCTION(AActor, A_SetSize)
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self->LinkToWorld(&ctx);
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ACTION_RETURN_BOOL(false);
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}
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if (self->player && self->player->mo == self)
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{
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self->player->mo->FullHeight = newheight;
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}
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ACTION_RETURN_BOOL(true);
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}
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@ -689,7 +689,8 @@ void APlayerPawn::Serialize(FSerializer &arc)
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("userange", UseRange, def->UseRange)
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("aircapacity", AirCapacity, def->AirCapacity)
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("viewheight", ViewHeight, def->ViewHeight)
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("viewbob", ViewBob, def->ViewBob);
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("viewbob", ViewBob, def->ViewBob)
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("fullheight", FullHeight, def->FullHeight);
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}
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//===========================================================================
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@ -714,7 +715,7 @@ void APlayerPawn::BeginPlay ()
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{
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Super::BeginPlay ();
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ChangeStatNum (STAT_PLAYER);
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FullHeight = Height;
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// Check whether a PWADs normal sprite is to be combined with the base WADs
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// crouch sprite. In such a case the sprites normally don't match and it is
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// best to disable the crouch sprite.
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@ -766,11 +767,11 @@ void APlayerPawn::Tick()
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{
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if (player != NULL && player->mo == this && player->CanCrouch() && player->playerstate != PST_DEAD)
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{
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Height = GetDefault()->Height * player->crouchfactor;
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Height = FullHeight * player->crouchfactor;
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}
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else
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{
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if (health > 0) Height = GetDefault()->Height;
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if (health > 0) Height = FullHeight;
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}
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Super::Tick();
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}
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@ -2309,7 +2310,7 @@ void P_DeathThink (player_t *player)
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void P_CrouchMove(player_t * player, int direction)
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{
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double defaultheight = player->mo->GetDefault()->Height;
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double defaultheight = player->mo->FullHeight;
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double savedheight = player->mo->Height;
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double crouchspeed = direction * CROUCHSPEED;
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double oldheight = player->viewheight;
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@ -3245,6 +3246,7 @@ DEFINE_FIELD(APlayerPawn, AirCapacity)
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DEFINE_FIELD(APlayerPawn, FlechetteType)
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DEFINE_FIELD(APlayerPawn, DamageFade)
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DEFINE_FIELD(APlayerPawn, ViewBob)
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DEFINE_FIELD(APlayerPawn, FullHeight)
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DEFINE_FIELD(PClassPlayerPawn, HealingRadiusType)
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DEFINE_FIELD(PClassPlayerPawn, DisplayName)
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@ -37,6 +37,7 @@ class PlayerPawn : Actor native
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native Class<Actor> FlechetteType;
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native color DamageFade; // [CW] Fades for when you are being damaged.
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native double ViewBob; // [SP] ViewBob Multiplier
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native double FullHeight;
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Default
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{
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