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Fixes (?) the issue with the player dying when falling into water sometimes. I don't know what the significance of this check is -- it looks like a typo.
git-svn-id: https://svn.eduke32.com/eduke32@1001 1a8010ca-5511-0410-912e-c29ae57300e0
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37767e0caf
commit
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2 changed files with 5 additions and 7 deletions
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@ -3330,18 +3330,15 @@ void processinput(int snum)
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shrunk = (s->yrepeat < 32);
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shrunk = (s->yrepeat < 32);
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getzrange(p->posx,p->posy,p->posz,psect,&cz,&hz,&fz,&lz,163L,CLIPMASK0);
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getzrange(p->posx,p->posy,p->posz,psect,&cz,&hz,&fz,&lz,163L,CLIPMASK0);
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/*
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j = getflorzofslope(psect,p->posx,p->posy);
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p->truefz = j;
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p->truecz = getceilzofslope(psect,p->posx,p->posy);
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*/
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getzsofslope(psect,p->posx,p->posy,&p->truecz,&p->truefz);
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getzsofslope(psect,p->posx,p->posy,&p->truecz,&p->truefz);
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j = p->truefz;
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j = p->truefz;
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truefdist = klabs(p->posz-j);
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truefdist = klabs(p->posz-j);
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/* wtf is this supposed to do?
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if ((lz&49152) == 16384 && psectlotag == 1 && truefdist > PHEIGHT+(16<<8))
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if ((lz&49152) == 16384 && psectlotag == 1 && truefdist > PHEIGHT+(16<<8))
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psectlotag = 0;
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psectlotag = 0;
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*/
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hittype[pi].floorz = fz;
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hittype[pi].floorz = fz;
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hittype[pi].ceilingz = cz;
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hittype[pi].ceilingz = cz;
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@ -2649,9 +2649,10 @@ void sharedkeys(int snum)
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{
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{
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p->steroids_amount--;
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p->steroids_amount--;
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spritesound(DUKE_TAKEPILLS,p->i);
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spritesound(DUKE_TAKEPILLS,p->i);
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p->inven_icon = 2;
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FTA(12,p);
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FTA(12,p);
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}
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}
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if (p->steroids_amount > 0)
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p->inven_icon = 2;
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}
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}
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return; // is there significance to returning?
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return; // is there significance to returning?
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}
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}
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