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Amend r4378 to hopefully make "stuck in water" fix work properly.
NOTE: lizmen may walk on water. I don't yet know why. git-svn-id: https://svn.eduke32.com/eduke32@4575 1a8010ca-5511-0410-912e-c29ae57300e0
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1 changed files with 4 additions and 4 deletions
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@ -961,20 +961,20 @@ static void VM_Fall(int32_t g_i, spritetype *g_sp)
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int32_t moveScriptOfs = AC_MOVE_ID(vm.g_t);
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#endif
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// fix for flying/jumping monsters getting stuck in water
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if ((AC_MOVFLAGS(g_sp, &actor[vm.g_i]) & jumptoplayer_bits) == jumptoplayer_only ||
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if ((AC_MOVFLAGS(g_sp, &actor[vm.g_i]) & jumptoplayer_only) ||
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(G_HaveActor(g_sp->picnum) &&
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#if !defined LUNATIC
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(unsigned)moveScriptOfs < (unsigned)g_scriptSize-1 && script[moveScriptOfs + 1]
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(unsigned)moveScriptOfs < (unsigned)g_scriptSize-1 && script[moveScriptOfs + 1] != 0
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#else
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actor[g_i].mv.vvel != 0
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#endif
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))
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{
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// OSD_Printf("%d\n", script[moveScriptOfs + 1]);
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// OSD_Printf("%d\n", (int)script[moveScriptOfs + 1]);
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break;
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}
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// OSD_Printf("hitag: %d\n",g_sp->hitag);
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// OSD_Printf("movflags: %d | %d\n", AC_MOVFLAGS(g_sp, &actor[vm.g_i]), totalclock);
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g_sp->z += ACTOR_ONWATER_ADDZ;
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break;
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}
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