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This fixes most issues with the player clipping through the walls of rotating sectors
git-svn-id: https://svn.eduke32.com/eduke32@8243 1a8010ca-5511-0410-912e-c29ae57300e0
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parent
21025ea18f
commit
6f6d568720
1 changed files with 7 additions and 2 deletions
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@ -4920,6 +4920,9 @@ void P_ProcessInput(int playerNum)
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pPlayer->opyoff = pPlayer->pyoff;
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pPlayer->opyoff = pPlayer->pyoff;
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pPlayer->oq16ang = pPlayer->q16ang;
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pPlayer->oq16ang = pPlayer->q16ang;
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updatesector(pPlayer->pos.x, pPlayer->pos.y, &pPlayer->cursectnum);
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pushmove(&pPlayer->pos, &pPlayer->cursectnum, pPlayer->clipdist - 1, (4L<<8), stepHeight, CLIPMASK0);
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if (pPlayer->one_eighty_count < 0)
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if (pPlayer->one_eighty_count < 0)
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{
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{
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pPlayer->one_eighty_count += 128;
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pPlayer->one_eighty_count += 128;
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@ -5011,7 +5014,6 @@ void P_ProcessInput(int playerNum)
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pPlayer->pos.z = floorZ - (floorZOffset << 8);
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pPlayer->pos.z = floorZ - (floorZOffset << 8);
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else
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else
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{
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{
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pPlayer->on_ground = 0;
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pPlayer->vel.z += (g_spriteGravity + 80); // (TICSPERFRAME<<6);
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pPlayer->vel.z += (g_spriteGravity + 80); // (TICSPERFRAME<<6);
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if (pPlayer->vel.z >= (4096 + 2048))
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if (pPlayer->vel.z >= (4096 + 2048))
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@ -5058,7 +5060,10 @@ void P_ProcessInput(int playerNum)
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A_PlaySound(DUKE_LAND, pPlayer->i);
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A_PlaySound(DUKE_LAND, pPlayer->i);
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#endif
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#endif
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}
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}
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pPlayer->on_ground = 1;
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}
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}
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else
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pPlayer->on_ground = 0;
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}
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}
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}
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}
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else
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else
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