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- fixed: smooth teleporters could fudge the player over an adjacent line, causing the player to appear on top of a cliff that is much higher than the original teleport.
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1 changed files with 5 additions and 2 deletions
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@ -523,18 +523,21 @@ bool EV_SilentLineTeleport (line_t *line, int side, AActor *thing, int id, INTBO
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// Is this really still necessary with real math instead of imprecise trig tables?
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#if 1
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const double fudgeamount = 1. / 65536.;
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int side = reverse || (player && stepdown);
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int fudge = FUDGEFACTOR;
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double dx = line->Delta().X;
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double dy = line->Delta().Y;
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// Make sure we are on correct side of exit linedef.
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while (P_PointOnLineSidePrecise(p, l) != side && --fudge >= 0)
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{
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if (fabs(dx) > fabs(dy))
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p.Y -= (dx < 0) != side ? -1 : 1;
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p.Y -= (dx < 0) != side ? -fudgeamount : fudgeamount;
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else
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p.X += (dy < 0) != side ? -1 : 1;
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p.X += (dy < 0) != side ? -fudgeamount : fudgeamount;
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}
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#endif
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