- 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.
This commit is contained in:
Christoph Oelckers 2017-01-24 00:12:06 +01:00
parent 3a0aaa62e7
commit 17ed23bfcc
4 changed files with 13 additions and 5 deletions

View file

@ -150,6 +150,7 @@ public:
int MugShotMaxHealth;
int RunHealth;
int PlayerFlags;
double FullHeight;
TObjPtr<AInventory> InvFirst; // first inventory item displayed on inventory bar
TObjPtr<AInventory> InvSel; // selected inventory item

View file

@ -6906,6 +6906,10 @@ DEFINE_ACTION_FUNCTION(AActor, A_SetSize)
self->LinkToWorld(&ctx);
ACTION_RETURN_BOOL(false);
}
if (self->player && self->player->mo == self)
{
self->player->mo->FullHeight = newheight;
}
ACTION_RETURN_BOOL(true);
}

View file

@ -689,7 +689,8 @@ void APlayerPawn::Serialize(FSerializer &arc)
("userange", UseRange, def->UseRange)
("aircapacity", AirCapacity, def->AirCapacity)
("viewheight", ViewHeight, def->ViewHeight)
("viewbob", ViewBob, def->ViewBob);
("viewbob", ViewBob, def->ViewBob)
("fullheight", FullHeight, def->FullHeight);
}
//===========================================================================
@ -714,7 +715,7 @@ void APlayerPawn::BeginPlay ()
{
Super::BeginPlay ();
ChangeStatNum (STAT_PLAYER);
FullHeight = Height;
// Check whether a PWADs normal sprite is to be combined with the base WADs
// crouch sprite. In such a case the sprites normally don't match and it is
// best to disable the crouch sprite.
@ -766,11 +767,11 @@ void APlayerPawn::Tick()
{
if (player != NULL && player->mo == this && player->CanCrouch() && player->playerstate != PST_DEAD)
{
Height = GetDefault()->Height * player->crouchfactor;
Height = FullHeight * player->crouchfactor;
}
else
{
if (health > 0) Height = GetDefault()->Height;
if (health > 0) Height = FullHeight;
}
Super::Tick();
}
@ -2309,7 +2310,7 @@ void P_DeathThink (player_t *player)
void P_CrouchMove(player_t * player, int direction)
{
double defaultheight = player->mo->GetDefault()->Height;
double defaultheight = player->mo->FullHeight;
double savedheight = player->mo->Height;
double crouchspeed = direction * CROUCHSPEED;
double oldheight = player->viewheight;
@ -3245,6 +3246,7 @@ DEFINE_FIELD(APlayerPawn, AirCapacity)
DEFINE_FIELD(APlayerPawn, FlechetteType)
DEFINE_FIELD(APlayerPawn, DamageFade)
DEFINE_FIELD(APlayerPawn, ViewBob)
DEFINE_FIELD(APlayerPawn, FullHeight)
DEFINE_FIELD(PClassPlayerPawn, HealingRadiusType)
DEFINE_FIELD(PClassPlayerPawn, DisplayName)

View file

@ -37,6 +37,7 @@ class PlayerPawn : Actor native
native Class<Actor> FlechetteType;
native color DamageFade; // [CW] Fades for when you are being damaged.
native double ViewBob; // [SP] ViewBob Multiplier
native double FullHeight;
Default
{