- Fixed: If a player was morphed into a class with a taller view height,

their perceived view height would not change until they walked up a step.


SVN r984 (trunk)
This commit is contained in:
Randy Heit 2008-05-21 01:30:00 +00:00
parent 5b8055bfc7
commit 34f6aa8ad3
3 changed files with 17947 additions and 17940 deletions

File diff suppressed because it is too large Load diff

View file

@ -73,6 +73,10 @@ bool P_MorphPlayer (player_t *activator, player_t *p, const PClass *spawntype, i
{
morphed->special2 |= MF_JUSTHIT;
}
if (morphed->ViewHeight > p->viewheight && p->deltaviewheight == 0)
{ // If the new view height is higher than the old one, start moving toward it.
p->deltaviewheight = p->GetDeltaViewHeight();
}
morphed->flags |= actor->flags & (MF_SHADOW|MF_NOGRAVITY);
morphed->flags2 |= actor->flags2 & MF2_FLY;
morphed->flags3 |= actor->flags3 & MF3_GHOST;

View file

@ -1451,7 +1451,6 @@ void P_CalcHeight (player_t *player)
// Regular movement bobbing
// (needs to be calculated for gun swing even if not on ground)
// OPTIMIZE: tablify angle
// killough 10/98: Make bobbing depend only on player-applied motion.
//