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- Changed gravity doubling so that it only happens when you run off a ledge.
SVN r1543 (trunk)
This commit is contained in:
parent
6a9acc2cf8
commit
81c4773b46
2 changed files with 44 additions and 23 deletions
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@ -1,4 +1,7 @@
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April 10, 2009
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April 13, 2009
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- Changed gravity doubling so that it only happens when you run off a ledge.
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April 10, 2009
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- Fixed: World panning was ignored for the X offset of masked midtextures.
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April 10, 2009 (Changes by Graf Zahl)
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@ -1330,11 +1330,13 @@ bool P_SeekerMissile (AActor *actor, angle_t thresh, angle_t turnMax)
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//
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// P_XYMovement
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//
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// Returns the actor's old floorz.
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//
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#define STOPSPEED 0x1000
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#define FRICTION 0xe800
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#define CARRYSTOPSPEED (STOPSPEED*32/3)
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void P_XYMovement (AActor *mo, fixed_t scrollx, fixed_t scrolly)
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fixed_t P_XYMovement (AActor *mo, fixed_t scrollx, fixed_t scrolly)
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{
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bool bForceSlide = scrollx || scrolly;
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angle_t angle;
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@ -1345,6 +1347,7 @@ void P_XYMovement (AActor *mo, fixed_t scrollx, fixed_t scrolly)
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static const int windTab[3] = {2048*5, 2048*10, 2048*25};
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int steps, step, totalsteps;
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fixed_t startx, starty;
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fixed_t oldfloorz = mo->floorz;
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fixed_t maxmove = (mo->waterlevel < 1) || (mo->flags & MF_MISSILE) ||
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(mo->player && mo->player->crouchoffset<-10*FRACUNIT) ? MAXMOVE : MAXMOVE/4;
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@ -1430,7 +1433,7 @@ void P_XYMovement (AActor *mo, fixed_t scrollx, fixed_t scrolly)
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mo->tics = -1;
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}
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}
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return;
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return oldfloorz;
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}
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player = mo->player;
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@ -1613,12 +1616,12 @@ void P_XYMovement (AActor *mo, fixed_t scrollx, fixed_t scrolly)
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{
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S_Sound (mo, CHAN_VOICE, mo->SeeSound, 1, ATTN_IDLE);
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}
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return;
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return oldfloorz;
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}
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else
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{ // Struck a player/creature
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P_ExplodeMissile (mo, NULL, BlockingMobj);
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return;
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return oldfloorz;
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}
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}
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}
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@ -1631,7 +1634,7 @@ void P_XYMovement (AActor *mo, fixed_t scrollx, fixed_t scrolly)
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{
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S_Sound (mo, CHAN_VOICE, mo->SeeSound, 1, ATTN_IDLE);
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}
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return;
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return oldfloorz;
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}
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}
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if (BlockingMobj &&
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@ -1658,7 +1661,7 @@ void P_XYMovement (AActor *mo, fixed_t scrollx, fixed_t scrolly)
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mo->tracer = mo->target;
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}
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mo->target = BlockingMobj;
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return;
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return oldfloorz;
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}
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explode:
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// explode a missile
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@ -1671,16 +1674,16 @@ explode:
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// Hack to prevent missiles exploding against the sky.
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// Does not handle sky floors.
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mo->Destroy ();
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return;
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return oldfloorz;
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}
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// [RH] Don't explode on horizon lines.
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if (mo->BlockingLine != NULL && mo->BlockingLine->special == Line_Horizon)
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{
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mo->Destroy ();
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return;
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return oldfloorz;
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}
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P_ExplodeMissile (mo, mo->BlockingLine, BlockingMobj);
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return;
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return oldfloorz;
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}
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else
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{
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@ -1715,12 +1718,12 @@ explode:
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{ // debug option for no sliding at all
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mo->momx = mo->momy = 0;
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player->momx = player->momy = 0;
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return;
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return oldfloorz;
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}
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if (mo->flags & (MF_MISSILE | MF_SKULLFLY))
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{ // no friction for missiles
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return;
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return oldfloorz;
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}
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if (mo->z > mo->floorz && !(mo->flags2 & MF2_ONMOBJ) &&
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@ -1737,7 +1740,7 @@ explode:
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player->momy = FixedMul (player->momy, level.airfriction);
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}
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}
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return;
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return oldfloorz;
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}
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if (mo->flags & MF_CORPSE)
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@ -1761,7 +1764,7 @@ explode:
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}
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if (i==mo->Sector->e->XFloor.ffloors.Size())
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#endif
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return;
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return oldfloorz;
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}
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}
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}
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@ -1820,6 +1823,7 @@ explode:
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player->momy = FixedMul (player->momy, ORIG_FRICTION);
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}
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}
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return oldfloorz;
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}
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// Move this to p_inter ***
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@ -1849,7 +1853,7 @@ void P_MonsterFallingDamage (AActor *mo)
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//
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// P_ZMovement
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//
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void P_ZMovement (AActor *mo)
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void P_ZMovement (AActor *mo, fixed_t oldfloorz)
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{
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fixed_t dist;
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fixed_t delta;
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@ -1864,7 +1868,10 @@ void P_ZMovement (AActor *mo)
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mo->player->deltaviewheight = mo->player->GetDeltaViewHeight();
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}
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if (!(mo->flags2&MF2_FLOATBOB)) mo->z += mo->momz;
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if (!(mo->flags2 & MF2_FLOATBOB))
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{
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mo->z += mo->momz;
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}
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//
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// apply gravity
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@ -1879,8 +1886,16 @@ void P_ZMovement (AActor *mo)
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fixed_t grav = (fixed_t)(level.gravity * mo->Sector->gravity *
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FIXED2FLOAT(mo->gravity) * 81.92);
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if (mo->momz == 0) mo->momz -= grav + grav;
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else mo->momz -= grav;
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// [RH] Double gravity only if running off a ledge. Coming down from
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// an upward thrust (e.g. a jump) should not double it.
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if (mo->momz == 0 && oldfloorz > mo->floorz && mo->z == oldfloorz)
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{
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mo->momz -= grav + grav;
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}
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else
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{
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mo->momz -= grav;
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}
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}
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if (mo->waterlevel > 1)
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{
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@ -1898,7 +1913,10 @@ void P_ZMovement (AActor *mo)
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}
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}
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if (mo->flags2&MF2_FLOATBOB) mo->z += mo->momz;
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if (mo->flags2 & MF2_FLOATBOB)
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{
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mo->z += mo->momz;
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}
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//
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// adjust height
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@ -2930,7 +2948,7 @@ void AActor::Tick ()
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// Handle X and Y momemtums
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BlockingMobj = NULL;
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P_XYMovement (this, cummx, cummy);
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fixed_t oldfloorz = P_XYMovement (this, cummx, cummy);
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if (ObjectFlags & OF_EuthanizeMe)
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{ // actor was destroyed
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return;
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@ -2953,7 +2971,7 @@ void AActor::Tick ()
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{
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if (!(onmo = P_CheckOnmobj (this)))
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{
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P_ZMovement (this);
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P_ZMovement (this, oldfloorz);
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flags2 &= ~MF2_ONMOBJ;
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}
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else
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@ -2986,7 +3004,7 @@ void AActor::Tick ()
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}
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else
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{
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P_ZMovement (this);
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P_ZMovement (this, oldfloorz);
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}
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if (ObjectFlags & OF_EuthanizeMe)
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