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Game: make underwater blocking floor sprites w/ xvel 1 NOT act like sprite bridge.
Likewise for blocking wall sprites. This makes it possible to construct underwater sections containing complex spritework without losing the "underwater-ness" when over such sprites, in a backward-compatible way. Actually, the check is for bit 1 being set, but all other bits should be considered reserved. git-svn-id: https://svn.eduke32.com/eduke32@4166 1a8010ca-5511-0410-912e-c29ae57300e0
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1 changed files with 7 additions and 4 deletions
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@ -4286,10 +4286,13 @@ void P_ProcessInput(int32_t snum)
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if ((sprite[j].cstat&33) == 33 || (sprite[j].cstat&17) == 17)
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if ((sprite[j].cstat&33) == 33 || (sprite[j].cstat&17) == 17)
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{
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{
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psectlotag = 0;
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if ((sprite[j].xvel&1) == 0) // EDuke32 extension
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p->footprintcount = 0;
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{
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p->spritebridge = 1;
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psectlotag = 0;
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p->sbs = j;
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p->footprintcount = 0;
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p->spritebridge = 1;
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p->sbs = j;
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}
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}
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}
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else if (A_CheckEnemySprite(&sprite[j]) && sprite[j].xrepeat > 24 && klabs(s->z-sprite[j].z) < (84<<8))
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else if (A_CheckEnemySprite(&sprite[j]) && sprite[j].xrepeat > 24 && klabs(s->z-sprite[j].z) < (84<<8))
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{
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{
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