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Fix conveyor belt speed in IM, but not Duke because it breaks gameplay
git-svn-id: https://svn.eduke32.com/eduke32@6914 1a8010ca-5511-0410-912e-c29ae57300e0
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fb301ddae7
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2 changed files with 15 additions and 7 deletions
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@ -5727,11 +5727,14 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
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int32_t q = 0, j, k, l, m, x;
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int32_t q = 0, j, k, l, m, x;
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int spriteNum = headspritestat[STAT_EFFECTOR];
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int spriteNum = headspritestat[STAT_EFFECTOR];
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if (!IONMAIDEN)
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{
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for (native_t TRAVERSE_CONNECT(playerNum))
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for (native_t TRAVERSE_CONNECT(playerNum))
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{
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{
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vec2_t & fric = g_player[playerNum].ps->fric;
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vec2_t & fric = g_player[playerNum].ps->fric;
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fric.x = fric.y = 0;
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fric.x = fric.y = 0;
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}
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}
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}
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while (spriteNum >= 0)
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while (spriteNum >= 0)
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{
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{
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@ -3083,11 +3083,11 @@ void P_GetInput(int playerNum)
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localInput.fvel = mulscale9(staticInput.fvel, sintable[(q16ang + 2560) & 2047]) +
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localInput.fvel = mulscale9(staticInput.fvel, sintable[(q16ang + 2560) & 2047]) +
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mulscale9(staticInput.svel, sintable[(q16ang + 2048) & 2047]) +
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mulscale9(staticInput.svel, sintable[(q16ang + 2048) & 2047]) +
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pPlayer->fric.x;
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(IONMAIDEN ? 0 : pPlayer->fric.x);
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localInput.svel = mulscale9(staticInput.fvel, sintable[(q16ang + 2048) & 2047]) +
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localInput.svel = mulscale9(staticInput.fvel, sintable[(q16ang + 2048) & 2047]) +
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mulscale9(staticInput.svel, sintable[(q16ang + 1536) & 2047]) +
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mulscale9(staticInput.svel, sintable[(q16ang + 1536) & 2047]) +
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pPlayer->fric.y;
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(IONMAIDEN ? 0 : pPlayer->fric.y);
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localInput.q16avel = staticInput.q16avel;
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localInput.q16avel = staticInput.q16avel;
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localInput.q16horz = staticInput.q16horz;
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localInput.q16horz = staticInput.q16horz;
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@ -5262,11 +5262,16 @@ HORIZONLY:;
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updatesectorz(pPlayer->pos.x, pPlayer->pos.y, pPlayer->pos.z, &pPlayer->cursectnum);
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updatesectorz(pPlayer->pos.x, pPlayer->pos.y, pPlayer->pos.z, &pPlayer->cursectnum);
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}
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}
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#endif
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#endif
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int const spriteNum = clipmove((vec3_t *) pPlayer, &pPlayer->cursectnum, pPlayer->vel.x,
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int const spriteNum = IONMAIDEN ? clipmove((vec3_t *)pPlayer, &pPlayer->cursectnum, pPlayer->vel.x + (pPlayer->fric.x << 9),
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pPlayer->vel.y, pPlayer->clipdist, (4L << 8), stepHeight, CLIPMASK0);
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pPlayer->vel.y + (pPlayer->fric.y << 9), pPlayer->clipdist, (4L << 8), stepHeight, CLIPMASK0)
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: clipmove((vec3_t *)pPlayer, &pPlayer->cursectnum, pPlayer->vel.x, pPlayer->vel.y, pPlayer->clipdist,
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(4L << 8), stepHeight, CLIPMASK0);
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if (spriteNum)
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if (spriteNum)
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P_CheckTouchDamage(pPlayer, spriteNum);
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P_CheckTouchDamage(pPlayer, spriteNum);
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if (IONMAIDEN)
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pPlayer->fric.x = pPlayer->fric.y = 0;
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}
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}
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// This makes the player view lower when shrunk. NOTE that it can get the
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// This makes the player view lower when shrunk. NOTE that it can get the
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