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* Updated to ZDoom r3515:
- Check for overflows when giving inventory items. - Fixed: A_Respawn also needs to use P_SpawnMapThing-like sector finding. Since it is exactly the same situation A_RestoreSpecialPosition, it now just calls that to do the moving. This also means it is no longer limited to respawning things on the floor. - Make DF2_BARRELS_RESPAWN work in all game modes without the need for alwaysapplydmflags. - Implement multitick viewpitch centering logic. - Fixed: DEM_CENTERVIEW also needs to reset the LocalViewPitch if it's for the consoleplayer. - Fixed: Monster respawning did not redo floorz/ceilingz for 3D floors after positioning the item. - Fixed: Monster respawning used the newly spawned monster's SpawnPoint to determine what to shift the Z position by. This is, naturally, always 0. - Fixed: Item respawning did not redo floorz/ceilingz for 3D floors after positioning the item. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@1340 b0f79afe-0144-0410-b225-9a4edf0717df
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8 changed files with 57 additions and 26 deletions
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@ -2241,9 +2241,9 @@ void P_PlayerThink (player_t *player)
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{
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if (look == -32768 << 16)
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{ // center view
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player->mo->pitch = 0;
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player->centering = true;
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}
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else
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else if (!player->centering)
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{
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fixed_t oldpitch = player->mo->pitch;
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player->mo->pitch -= look;
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@ -2266,6 +2266,22 @@ void P_PlayerThink (player_t *player)
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}
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}
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}
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if (player->centering)
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{
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if (abs(player->mo->pitch) > 2*ANGLE_1)
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{
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player->mo->pitch = FixedMul(player->mo->pitch, FRACUNIT*2/3);
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}
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else
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{
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player->mo->pitch = 0;
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player->centering = false;
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if (player - players == consoleplayer)
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{
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LocalViewPitch = 0;
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}
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}
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}
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// [RH] Check for fast turn around
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if (cmd->ucmd.buttons & BT_TURN180 && !(player->oldbuttons & BT_TURN180))
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