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- P_ZMovement() temporarily disables jumping after a landing. Don't do this if the jump
timer is already running or for short falls (e.g. along the edges of slopes, since the slope floorz calculation is pretty crappy.) SVN r2238 (trunk)
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1 changed files with 7 additions and 5 deletions
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@ -2132,8 +2132,9 @@ 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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fixed_t oldz = mo->z;
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fixed_t oldz = mo->z;
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fixed_t grav = mo->GetGravity();
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//
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// check for smooth step up
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//
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@ -2158,8 +2159,6 @@ void P_ZMovement (AActor *mo, fixed_t oldfloorz)
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if (!mo->waterlevel || mo->flags & MF_CORPSE || (mo->player &&
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!(mo->player->cmd.ucmd.forwardmove | mo->player->cmd.ucmd.sidemove)))
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{
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fixed_t grav = mo->GetGravity();
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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->velz == 0 && oldfloorz > mo->floorz && mo->z == oldfloorz)
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@ -2295,7 +2294,10 @@ void P_ZMovement (AActor *mo, fixed_t oldfloorz)
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mo->HitFloor ();
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if (mo->player)
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{
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mo->player->jumpTics = 7; // delay any jumping for a short while
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if (mo->player->jumpTics != 0 && mo->velz < -grav*4)
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{ // delay any jumping for a short while
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mo->player->jumpTics = 7;
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}
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if (mo->velz < minvel && !(mo->flags & MF_NOGRAVITY))
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{
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// Squat down.
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