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- Fixed: Jumping and crouching at the same time created jerky results.
Now jumping takes precedence and you can't crouch while pressing the jump key (which causes an uncrouch.) SVN r213 (trunk)
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3 changed files with 8 additions and 1 deletions
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@ -1,3 +1,8 @@
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June 22, 2006 (Changes by Graf Zahl)
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- Fixed: Jumping and crouching at the same time created jerky results.
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Now jumping takes precedence and you can't crouch while pressing the
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jump key (which causes an uncrouch.)
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June 21, 2006
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- Fixed: DF_NO_COOP_WEAPON_SPAWN was handled backwardly.
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- Fixed: G_InitLevelLocals() needs to OR in the crouching bits, otherwise it
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@ -2255,7 +2255,8 @@ void Net_DoCommand (int type, byte **stream, int player)
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break;
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case DEM_CROUCH:
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if (gamestate == GS_LEVEL && players[player].mo != NULL && players[player].health > 0)
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if (gamestate == GS_LEVEL && players[player].mo != NULL &&
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players[player].health > 0 && !(players[player].oldbuttons & BT_JUMP))
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{
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players[player].crouching = players[player].crouchdir<0? 1 : -1;
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}
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@ -1422,6 +1422,7 @@ void P_PlayerThink (player_t *player)
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}
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// Handle crouching
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if (player->cmd.ucmd.buttons & BT_JUMP) player->cmd.ucmd.buttons &= ~BT_DUCK;
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if (player->morphTics == 0 && player->health > 0 && !(dmflags & DF_NO_CROUCH))
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{
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if (!(player->cheats & CF_TOTALLYFROZEN))
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