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- Fixed: When adding a forwardmove value, P_Bob() needs to do the same pitch-dependent scaling
as P_ForwardThrust(). SVN r4132 (trunk)
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commit
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1 changed files with 13 additions and 5 deletions
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@ -1579,8 +1579,16 @@ void P_ForwardThrust (player_t *player, angle_t angle, fixed_t move)
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// reduced at a regular rate, even on ice (where the player coasts).
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// reduced at a regular rate, even on ice (where the player coasts).
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//
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//
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void P_Bob (player_t *player, angle_t angle, fixed_t move)
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void P_Bob (player_t *player, angle_t angle, fixed_t move, bool forward)
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{
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{
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if (forward
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&& (player->mo->waterlevel || (player->mo->flags & MF_NOGRAVITY))
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&& player->mo->pitch != 0)
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{
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angle_t pitch = (angle_t)player->mo->pitch >> ANGLETOFINESHIFT;
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move = FixedMul (move, finecosine[pitch]);
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}
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angle >>= ANGLETOFINESHIFT;
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angle >>= ANGLETOFINESHIFT;
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player->velx += FixedMul(move, finecosine[angle]);
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player->velx += FixedMul(move, finecosine[angle]);
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@ -1773,8 +1781,8 @@ void P_MovePlayer (player_t *player)
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fm = FixedMul (fm, player->mo->Speed);
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fm = FixedMul (fm, player->mo->Speed);
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sm = FixedMul (sm, player->mo->Speed);
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sm = FixedMul (sm, player->mo->Speed);
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// When crouching speed and bobbing have to be reduced
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// When crouching, speed and bobbing have to be reduced
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if (player->morphTics==0 && player->crouchfactor != FRACUNIT)
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if (player->morphTics == 0 && player->crouchfactor != FRACUNIT)
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{
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{
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fm = FixedMul(fm, player->crouchfactor);
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fm = FixedMul(fm, player->crouchfactor);
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sm = FixedMul(sm, player->crouchfactor);
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sm = FixedMul(sm, player->crouchfactor);
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@ -1786,12 +1794,12 @@ void P_MovePlayer (player_t *player)
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if (forwardmove)
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if (forwardmove)
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{
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{
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P_Bob (player, mo->angle, (cmd->ucmd.forwardmove * bobfactor) >> 8);
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P_Bob (player, mo->angle, (cmd->ucmd.forwardmove * bobfactor) >> 8, true);
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P_ForwardThrust (player, mo->angle, forwardmove);
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P_ForwardThrust (player, mo->angle, forwardmove);
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}
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}
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if (sidemove)
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if (sidemove)
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{
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{
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P_Bob (player, mo->angle-ANG90, (cmd->ucmd.sidemove * bobfactor) >> 8);
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P_Bob (player, mo->angle-ANG90, (cmd->ucmd.sidemove * bobfactor) >> 8, false);
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P_SideThrust (player, mo->angle, sidemove);
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P_SideThrust (player, mo->angle, sidemove);
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}
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}
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