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- made P_Move's multiple-step movement portal and teleporter-aware.
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1 changed files with 24 additions and 8 deletions
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@ -538,15 +538,31 @@ bool P_Move (AActor *actor)
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tm.FromPMove = true;
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try_ok = true;
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for(int i=1; i < steps; i++)
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{
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try_ok = P_TryMove(actor, DVector2(origx + deltax * i / steps, origy + deltay * i / steps), dropoff, NULL, tm);
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if (!try_ok) break;
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}
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DVector2 start = { origx, origy };
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DVector2 move = { deltax, deltay };
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DAngle oldangle = actor->Angles.Yaw;
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// killough 3/15/98: don't jump over dropoffs:
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if (try_ok) try_ok = P_TryMove (actor, DVector2(tryx, tryy), dropoff, NULL, tm);
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try_ok = true;
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for (int i = 1; i <= steps; i++)
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{
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DVector2 ptry = start + move * i / steps;
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// killough 3/15/98: don't jump over dropoffs:
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try_ok = P_TryMove(actor, ptry, dropoff, NULL, tm);
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if (!try_ok) break;
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// Handle portal transitions just like P_XYMovement.
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if (steps > 1 && actor->Pos().XY() != ptry)
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{
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DAngle anglediff = deltaangle(oldangle, actor->Angles.Yaw);
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if (anglediff != 0)
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{
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move = move.Rotated(anglediff);
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oldangle = actor->Angles.Yaw;
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}
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start = actor->Pos() - move * i / steps;
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}
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}
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// [GrafZahl] Interpolating monster movement as it is done here just looks bad
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// so make it switchable
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