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- Duke: fixed: SE31's handler overwrote the interpolation coordinates, which rendered interpolation ineffective.
Also removing some redundant coordinate copying. Since we save all sprite coordinates at the start of a frame, there is no need to do the same again in the stat handlers. Fixes #237
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commit
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3 changed files with 6 additions and 38 deletions
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@ -3986,7 +3986,7 @@ void handle_se17(DDukeActor* actor)
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ps[p].truecz += q;
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if (numplayers > 1) ps[p].oposz = ps[p].posz;
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}
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if (act1->s.statnum != 3)
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if (act1->s.statnum != STAT_EFFECTOR)
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{
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act1->bposz = act1->s.z;
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act1->s.z += q;
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@ -4052,7 +4052,7 @@ void handle_se17(DDukeActor* actor)
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changespritesect(act3, spr2->sectnum);
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ps[p].cursectnum = spr2->sectnum;
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}
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else if (spr3->statnum != 3)
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else if (spr3->statnum != STAT_EFFECTOR)
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{
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spr3->x += spr2->x - s->x;
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spr3->y += spr2->y - s->y;
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@ -4871,7 +4871,7 @@ void handle_se31(DDukeActor* actor, bool choosedir)
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ps[a2->PlayerIndex()].posz += l;
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if (a2->s.zvel == 0 && a2->s.statnum != STAT_EFFECTOR && (!choosedir || a2->s.statnum != STAT_PROJECTILE))
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{
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a2->bposz = a2->s.z += l;
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a2->s.z += l;
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a2->floorz = sec->floorz;
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}
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}
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@ -4900,7 +4900,7 @@ void handle_se31(DDukeActor* actor, bool choosedir)
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ps[a2->PlayerIndex()].posz += l;
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if (a2->s.zvel == 0 && a2->s.statnum != STAT_EFFECTOR && (!choosedir || a2->s.statnum != STAT_PROJECTILE))
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{
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a2->bposz = a2->s.z += l;
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a2->s.z += l;
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a2->floorz = sec->floorz;
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}
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}
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@ -4931,7 +4931,7 @@ void handle_se31(DDukeActor* actor, bool choosedir)
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ps[a2->PlayerIndex()].posz += l;
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if (a2->s.zvel == 0 && a2->s.statnum != STAT_EFFECTOR && (!choosedir || a2->s.statnum != STAT_PROJECTILE))
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{
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a2->bposz = a2->s.z += l;
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a2->s.z += l;
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a2->floorz = sec->floorz;
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}
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}
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@ -4959,7 +4959,7 @@ void handle_se31(DDukeActor* actor, bool choosedir)
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ps[a2->PlayerIndex()].posz -= l;
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if (a2->s.zvel == 0 && a2->s.statnum != STAT_EFFECTOR && (!choosedir || a2->s.statnum != STAT_PROJECTILE))
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{
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a2->bposz = a2->s.z -= l;
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a2->s.z -= l;
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a2->floorz = sec->floorz;
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}
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}
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@ -1435,10 +1435,6 @@ void movestandables_d(void)
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continue;
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}
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act->bposx = act->s.x;
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act->bposy = act->s.y;
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act->bposz = act->s.z;
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if (picnum >= CRANE && picnum <= CRANE +3)
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{
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@ -1942,9 +1938,6 @@ void moveweapons_d(void)
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continue;
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}
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act->bposx = act->s.x;
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act->bposy = act->s.y;
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act->bposz = act->s.z;
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switch(act->s.picnum)
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{
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@ -3069,10 +3062,6 @@ void moveactors_d(void)
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int *t = &act->temp_data[0];
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act->bposx = s->x;
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act->bposy = s->y;
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act->bposz = s->z;
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switch (s->picnum)
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{
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@ -3293,9 +3282,6 @@ void moveexplosions_d(void) // STATNUM 5
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continue;
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}
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act->bposx = s->x;
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act->bposy = s->y;
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act->bposz = s->z;
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switch (s->picnum)
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{
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@ -1006,11 +1006,6 @@ void movestandables_r(void)
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continue;
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}
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act->bposx = act->s.x;
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act->bposy = act->s.y;
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act->bposz = act->s.z;
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if (picnum >= CRANE && picnum <= CRANE +3)
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{
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movecrane(act, CRANE);
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@ -1520,10 +1515,6 @@ void moveweapons_r(void)
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continue;
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}
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proj->bposx = proj->s.x;
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proj->bposy = proj->s.y;
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proj->bposz = proj->s.z;
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switch (proj->s.picnum)
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{
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case RADIUSEXPLOSION:
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@ -2882,11 +2873,6 @@ void moveactors_r(void)
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auto t = &act->temp_data[0];
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act->bposx = s->x;
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act->bposy = s->y;
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act->bposz = s->z;
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switch(s->picnum)
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{
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case RESPAWNMARKERRED:
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@ -3153,10 +3139,6 @@ void moveexplosions_r(void) // STATNUM 5
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continue;
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}
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act->bposx = s->x;
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act->bposy = s->y;
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act->bposz = s->z;
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switch (s->picnum)
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{
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case SHOTGUNSPRITE:
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