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RR: fix issue with player movement not being locked when crushing shrunken enemies
Replicates changes to Duke3D code from f5aa302475
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0822195ba2
commit
47c16e4872
1 changed files with 6 additions and 6 deletions
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@ -3184,6 +3184,12 @@ static int P_CheckLockedMovement(int const playerNum)
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auto &thisPlayer = g_player[playerNum];
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auto &thisPlayer = g_player[playerNum];
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auto const pPlayer = thisPlayer.ps;
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auto const pPlayer = thisPlayer.ps;
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if (pPlayer->dead_flag || pPlayer->fist_incs || pPlayer->transporter_hold > 2 || pPlayer->hard_landing || pPlayer->access_incs > 0
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|| pPlayer->knee_incs > 0
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|| (PWEAPON(playerNum, pPlayer->curr_weapon, WorksLike) == TRIPBOMB_WEAPON && pPlayer->kickback_pic > 1
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&& pPlayer->kickback_pic < PWEAPON(playerNum, pPlayer->curr_weapon, FireDelay)))
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return IL_NOTHING;
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if (pPlayer->on_crane >= 0)
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if (pPlayer->on_crane >= 0)
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return IL_NOMOVE|IL_NOANGLE;
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return IL_NOMOVE|IL_NOANGLE;
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@ -3193,12 +3199,6 @@ static int P_CheckLockedMovement(int const playerNum)
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if (pPlayer->return_to_center > 0 || thisPlayer.horizRecenter)
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if (pPlayer->return_to_center > 0 || thisPlayer.horizRecenter)
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return IL_NOHORIZ;
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return IL_NOHORIZ;
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if (pPlayer->dead_flag || pPlayer->fist_incs || pPlayer->transporter_hold > 2 || pPlayer->hard_landing || pPlayer->access_incs > 0
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|| pPlayer->knee_incs > 0
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|| (PWEAPON(playerNum, pPlayer->curr_weapon, WorksLike) == TRIPBOMB_WEAPON && pPlayer->kickback_pic > 1
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&& pPlayer->kickback_pic < PWEAPON(playerNum, pPlayer->curr_weapon, FireDelay)))
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return IL_NOTHING;
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return 0;
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return 0;
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}
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}
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