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This theoretically helps with cases in which the player is squished by geometry
git-svn-id: https://svn.eduke32.com/eduke32@8100 1a8010ca-5511-0410-912e-c29ae57300e0
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1 changed files with 16 additions and 7 deletions
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@ -4933,6 +4933,7 @@ void P_ProcessInput(int playerNum)
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const uint8_t *const weaponFrame = &pPlayer->kickback_pic;
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const uint8_t *const weaponFrame = &pPlayer->kickback_pic;
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int floorZOffset = 40;
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int floorZOffset = 40;
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int const playerShrunk = (pSprite->yrepeat < 32);
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int const playerShrunk = (pSprite->yrepeat < 32);
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vec3_t const backupPos = pPlayer->opos;
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if (pPlayer->on_crane >= 0)
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if (pPlayer->on_crane >= 0)
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goto HORIZONLY;
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goto HORIZONLY;
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@ -5471,12 +5472,13 @@ HORIZONLY:;
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pPlayer->on_warping_sector = 0;
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pPlayer->on_warping_sector = 0;
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bool mashedPotato = 0;
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if (pPlayer->cursectnum >= 0 && ud.noclip == 0)
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if (pPlayer->cursectnum >= 0 && ud.noclip == 0)
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{
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{
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int const pushResult = pushmove(&pPlayer->pos, &pPlayer->cursectnum, pPlayer->clipdist - 1, (4L << 8), (4L << 8), CLIPMASK0);
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RECHECK:
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int const furthestAngle = A_GetFurthestAngle(pPlayer->i, 32);
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int const pushResult = pushmove(&pPlayer->pos, &pPlayer->cursectnum, pPlayer->clipdist - 1, (4L<<8), (4L<<8), CLIPMASK0, !mashedPotato);
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int const angleDelta = G_GetAngleDelta(fix16_to_int(pPlayer->q16ang), furthestAngle);
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bool const squishPlayer = pushResult < 0;
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bool const squishPlayer = pushResult < 0 && !angleDelta;
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if (squishPlayer || klabs(actor[pPlayer->i].floorz-actor[pPlayer->i].ceilingz) < (48<<8))
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if (squishPlayer || klabs(actor[pPlayer->i].floorz-actor[pPlayer->i].ceilingz) < (48<<8))
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{
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{
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@ -5486,9 +5488,16 @@ HORIZONLY:;
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if (squishPlayer)
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if (squishPlayer)
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{
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{
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OSD_Printf(OSD_ERROR "%s: player killed by pushmove()!\n", EDUKE32_FUNCTION);
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if (mashedPotato)
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P_QuickKill(pPlayer);
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{
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return;
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OSD_Printf(OSD_ERROR "%s: player killed by pushmove()!\n", EDUKE32_FUNCTION);
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P_QuickKill(pPlayer);
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return;
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}
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mashedPotato = true;
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pPlayer->pos = pPlayer->opos = backupPos;
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goto RECHECK;
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}
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}
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}
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}
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else if (klabs(floorZ - ceilZ) < ZOFFSET5 && isanunderoperator(sector[pPlayer->cursectnum].lotag))
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else if (klabs(floorZ - ceilZ) < ZOFFSET5 && isanunderoperator(sector[pPlayer->cursectnum].lotag))
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