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Fix actor z position update bug
git-svn-id: https://svn.eduke32.com/eduke32@7667 1a8010ca-5511-0410-912e-c29ae57300e0
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3 changed files with 11 additions and 3 deletions
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@ -389,7 +389,10 @@ static int32_t A_CheckNeedZUpdate(int32_t spriteNum, int32_t zChange, int32_t *p
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*pZcoord = newZ;
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*pZcoord = newZ;
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A_GetZLimits(spriteNum);
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int32_t ceilhit, florhit;
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int const clipDist = A_GetClipdist(spriteNum, -1);
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VM_GetZRange(spriteNum, &ceilhit, &florhit, pSprite->statnum == STAT_PROJECTILE ? clipDist << 3 : clipDist);
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if (newZ > actor[spriteNum].ceilingz && newZ <= actor[spriteNum].floorz)
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if (newZ > actor[spriteNum].ceilingz && newZ <= actor[spriteNum].floorz)
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return 1;
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return 1;
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@ -2857,6 +2860,8 @@ ACTOR_STATIC void Proj_MoveCustom(int const spriteNum)
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if (pProj->workslike & PROJECTILE_SPIT && pSprite->zvel < 6144)
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if (pProj->workslike & PROJECTILE_SPIT && pSprite->zvel < 6144)
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pSprite->zvel += g_spriteGravity - 112;
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pSprite->zvel += g_spriteGravity - 112;
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A_GetZLimits(spriteNum);
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if (pProj->trail >= 0)
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if (pProj->trail >= 0)
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{
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{
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for (bssize_t cnt = 0; cnt <= pProj->tnum; cnt++)
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for (bssize_t cnt = 0; cnt <= pProj->tnum; cnt++)
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@ -3131,6 +3136,8 @@ ACTOR_STATIC void G_MoveWeapons(void)
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vec3_t davect = *(vec3_t *) pSprite;
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vec3_t davect = *(vec3_t *) pSprite;
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A_GetZLimits(spriteNum);
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if (pSprite->picnum == RPG && actor[spriteNum].picnum != BOSS2 && pSprite->xrepeat >= 10
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if (pSprite->picnum == RPG && actor[spriteNum].picnum != BOSS2 && pSprite->xrepeat >= 10
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&& sector[pSprite->sectnum].lotag != ST_2_UNDERWATER
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&& sector[pSprite->sectnum].lotag != ST_2_UNDERWATER
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&& g_scriptVersion >= 13)
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&& g_scriptVersion >= 13)
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@ -380,7 +380,7 @@ int A_FurthestVisiblePoint(int const spriteNum, uspriteptr_t const ts, vec2_t *
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return -1;
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return -1;
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}
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}
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static void VM_GetZRange(int const spriteNum, int32_t * const ceilhit, int32_t * const florhit, int const wallDist)
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void VM_GetZRange(int const spriteNum, int32_t * const ceilhit, int32_t * const florhit, int const wallDist)
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{
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{
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auto const pSprite = &sprite[spriteNum];
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auto const pSprite = &sprite[spriteNum];
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int const ocstat = pSprite->cstat;
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int const ocstat = pSprite->cstat;
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@ -415,7 +415,7 @@ void A_GetZLimits(int const spriteNum)
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{
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{
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actor[spriteNum].flags |= SFLAG_NOFLOORSHADOW; // No shadows on actors
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actor[spriteNum].flags |= SFLAG_NOFLOORSHADOW; // No shadows on actors
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pSprite->xvel = -256; // SLIDE_ABOVE_ENEMY
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pSprite->xvel = -256; // SLIDE_ABOVE_ENEMY
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A_SetSpriteNoZ(spriteNum, CLIPMASK0);
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A_SetSprite(spriteNum, CLIPMASK0);
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}
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}
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else if (pSprite->statnum == STAT_PROJECTILE && hitspr->picnum == APLAYER && pSprite->owner==florhit)
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else if (pSprite->statnum == STAT_PROJECTILE && hitspr->picnum == APLAYER && pSprite->owner==florhit)
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{
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{
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@ -137,6 +137,7 @@ int32_t VM_CheckSquished2(int32_t i, int32_t snum);
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#endif
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#endif
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void VM_UpdateAnim(int const spriteNum, int32_t * const pData);
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void VM_UpdateAnim(int const spriteNum, int32_t * const pData);
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void VM_GetZRange(int const spriteNum, int32_t * const ceilhit, int32_t * const florhit, int const wallDist);
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#ifdef __cplusplus
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#ifdef __cplusplus
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}
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}
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