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- 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)
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3 changed files with 17947 additions and 17940 deletions
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@ -1,3 +1,7 @@
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May 20, 2008
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- Fixed: If a player was morphed into a class with a taller view height,
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their perceived view height would not change until they walked up a step.
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May 19, 2008
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- Since KDIZD is the only mapset I know of that used reverb, and it didn't
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define any new ones of its own, I'm pre-emptively renaming the SNDEAX lump
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@ -73,6 +73,10 @@ bool P_MorphPlayer (player_t *activator, player_t *p, const PClass *spawntype, i
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{
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morphed->special2 |= MF_JUSTHIT;
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}
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if (morphed->ViewHeight > p->viewheight && p->deltaviewheight == 0)
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{ // If the new view height is higher than the old one, start moving toward it.
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p->deltaviewheight = p->GetDeltaViewHeight();
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}
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morphed->flags |= actor->flags & (MF_SHADOW|MF_NOGRAVITY);
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morphed->flags2 |= actor->flags2 & MF2_FLY;
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morphed->flags3 |= actor->flags3 & MF3_GHOST;
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@ -1451,7 +1451,6 @@ void P_CalcHeight (player_t *player)
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// Regular movement bobbing
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// (needs to be calculated for gun swing even if not on ground)
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// OPTIMIZE: tablify angle
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// killough 10/98: Make bobbing depend only on player-applied motion.
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//
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