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Fix some issues with changing player viewheight at runtime
- Viewheight change was delayed: Viewheight must be copied to player structure as well as the PlayerPawn. Not sure if should actually use deltaviewheight to spread the change out over a few tics instead of being instant. - Viewheight not preserved when travelling: player->viewheight must be restored from pawn->ViewHeight, because the temporary player set it back to the default viewheight.
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3 changed files with 8 additions and 0 deletions
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@ -169,6 +169,7 @@ void FS_EmulateCmd(char * string)
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{
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// No, this is not correct. But this is the way Legacy WADs expect it to be handled!
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if (players[i].mo != NULL) players[i].mo->ViewHeight = playerviewheight;
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players[i].viewheight = playerviewheight;
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players[i].Uncrouch();
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}
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while (sc.GetString())
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@ -1229,6 +1229,7 @@ void G_FinishTravel ()
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pawn->lastenemy = NULL;
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pawn->player->mo = pawn;
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pawn->player->camera = pawn;
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pawn->player->viewheight = pawn->ViewHeight;
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pawn->flags2 &= ~MF2_BLASTED;
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DObject::StaticPointerSubstitution (oldpawn, pawn);
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oldpawn->Destroy();
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@ -3899,7 +3899,13 @@ void DLevelScript::DoSetActorProperty (AActor *actor, int property, int value)
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case APROP_ViewHeight:
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if (actor->IsKindOf (RUNTIME_CLASS (APlayerPawn)))
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{
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static_cast<APlayerPawn *>(actor)->ViewHeight = value;
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if (actor->player != NULL)
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{
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actor->player->viewheight = value;
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}
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}
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break;
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case APROP_AttackZOffset:
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