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- fixed: Since sector movement is done after P_PlayerThink is called, any player position change induced by this is not factored into player_t::viewz and needs to be added explicitly.
This fixes the infamous 'view squats down a bit when riding up an elevator' effect. It is also there in the other cases but far less pronounced.
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1 changed files with 19 additions and 0 deletions
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@ -5268,6 +5268,7 @@ int P_PushDown(AActor *thing, FChangePosition *cpos)
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void PIT_FloorDrop(AActor *thing, FChangePosition *cpos)
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{
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fixed_t oldfloorz = thing->floorz;
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fixed_t oldz = thing->Z();
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P_AdjustFloorCeil(thing, cpos);
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@ -5297,6 +5298,10 @@ void PIT_FloorDrop(AActor *thing, FChangePosition *cpos)
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P_CheckFakeFloorTriggers(thing, oldz);
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}
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}
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if (thing->player && thing->player->mo == thing)
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{
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thing->player->viewz += thing->Z() - oldz;
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}
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}
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//=============================================================================
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@ -5348,6 +5353,10 @@ void PIT_FloorRaise(AActor *thing, FChangePosition *cpos)
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thing->SetZ(oldz);
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break;
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}
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if (thing->player && thing->player->mo == thing)
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{
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thing->player->viewz += thing->Z() - oldz;
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}
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}
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//=============================================================================
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@ -5359,6 +5368,7 @@ void PIT_FloorRaise(AActor *thing, FChangePosition *cpos)
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void PIT_CeilingLower(AActor *thing, FChangePosition *cpos)
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{
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bool onfloor;
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fixed_t oldz = thing->Z();
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onfloor = thing->Z() <= thing->floorz;
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P_AdjustFloorCeil(thing, cpos);
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@ -5395,6 +5405,10 @@ void PIT_CeilingLower(AActor *thing, FChangePosition *cpos)
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break;
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}
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}
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if (thing->player && thing->player->mo == thing)
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{
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thing->player->viewz += thing->Z() - oldz;
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}
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}
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//=============================================================================
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@ -5406,6 +5420,7 @@ void PIT_CeilingLower(AActor *thing, FChangePosition *cpos)
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void PIT_CeilingRaise(AActor *thing, FChangePosition *cpos)
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{
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bool isgood = P_AdjustFloorCeil(thing, cpos);
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fixed_t oldz = thing->Z();
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if (thing->flags4 & MF4_ACTLIKEBRIDGE) return; // do not move bridge things
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@ -5432,6 +5447,10 @@ void PIT_CeilingRaise(AActor *thing, FChangePosition *cpos)
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thing->SetZ( MIN(thing->ceilingz - thing->height, onmobj->Top()));
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}
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}
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if (thing->player && thing->player->mo == thing)
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{
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thing->player->viewz += thing->Z() - oldz;
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}
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}
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//=============================================================================
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