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
This commit is contained in:
terminx 2018-06-09 20:36:47 +00:00
parent fb301ddae7
commit 725d556bc4
2 changed files with 15 additions and 7 deletions

View file

@ -5727,10 +5727,13 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
int32_t q = 0, j, k, l, m, x; int32_t q = 0, j, k, l, m, x;
int spriteNum = headspritestat[STAT_EFFECTOR]; int spriteNum = headspritestat[STAT_EFFECTOR];
for (native_t TRAVERSE_CONNECT(playerNum)) if (!IONMAIDEN)
{ {
vec2_t & fric = g_player[playerNum].ps->fric; for (native_t TRAVERSE_CONNECT(playerNum))
fric.x = fric.y = 0; {
vec2_t & fric = g_player[playerNum].ps->fric;
fric.x = fric.y = 0;
}
} }
while (spriteNum >= 0) while (spriteNum >= 0)

View file

@ -3083,11 +3083,11 @@ void P_GetInput(int playerNum)
localInput.fvel = mulscale9(staticInput.fvel, sintable[(q16ang + 2560) & 2047]) + localInput.fvel = mulscale9(staticInput.fvel, sintable[(q16ang + 2560) & 2047]) +
mulscale9(staticInput.svel, sintable[(q16ang + 2048) & 2047]) + mulscale9(staticInput.svel, sintable[(q16ang + 2048) & 2047]) +
pPlayer->fric.x; (IONMAIDEN ? 0 : pPlayer->fric.x);
localInput.svel = mulscale9(staticInput.fvel, sintable[(q16ang + 2048) & 2047]) + localInput.svel = mulscale9(staticInput.fvel, sintable[(q16ang + 2048) & 2047]) +
mulscale9(staticInput.svel, sintable[(q16ang + 1536) & 2047]) + mulscale9(staticInput.svel, sintable[(q16ang + 1536) & 2047]) +
pPlayer->fric.y; (IONMAIDEN ? 0 : pPlayer->fric.y);
localInput.q16avel = staticInput.q16avel; localInput.q16avel = staticInput.q16avel;
localInput.q16horz = staticInput.q16horz; localInput.q16horz = staticInput.q16horz;
@ -5262,11 +5262,16 @@ HORIZONLY:;
updatesectorz(pPlayer->pos.x, pPlayer->pos.y, pPlayer->pos.z, &pPlayer->cursectnum); updatesectorz(pPlayer->pos.x, pPlayer->pos.y, pPlayer->pos.z, &pPlayer->cursectnum);
} }
#endif #endif
int const spriteNum = clipmove((vec3_t *) pPlayer, &pPlayer->cursectnum, pPlayer->vel.x, int const spriteNum = IONMAIDEN ? clipmove((vec3_t *)pPlayer, &pPlayer->cursectnum, pPlayer->vel.x + (pPlayer->fric.x << 9),
pPlayer->vel.y, pPlayer->clipdist, (4L << 8), stepHeight, CLIPMASK0); pPlayer->vel.y + (pPlayer->fric.y << 9), pPlayer->clipdist, (4L << 8), stepHeight, CLIPMASK0)
: clipmove((vec3_t *)pPlayer, &pPlayer->cursectnum, pPlayer->vel.x, pPlayer->vel.y, pPlayer->clipdist,
(4L << 8), stepHeight, CLIPMASK0);
if (spriteNum) if (spriteNum)
P_CheckTouchDamage(pPlayer, spriteNum); P_CheckTouchDamage(pPlayer, spriteNum);
if (IONMAIDEN)
pPlayer->fric.x = pPlayer->fric.y = 0;
} }
// This makes the player view lower when shrunk. NOTE that it can get the // This makes the player view lower when shrunk. NOTE that it can get the