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This helps the player not fall off of the edges of certain types of moving sectors as easily
git-svn-id: https://svn.eduke32.com/eduke32@8245 1a8010ca-5511-0410-912e-c29ae57300e0
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1 changed files with 5 additions and 5 deletions
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@ -6128,9 +6128,9 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
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g_playerSpawnPoints[playerNum].pos.y += x;
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}
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if (pSprite->sectnum == sprite[pPlayer->i].sectnum
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if (pSprite->sectnum == pPlayer->cursectnum
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#ifdef YAX_ENABLE
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|| (pData[9]>=0 && pData[9] == sprite[pPlayer->i].sectnum)
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|| (pData[9]>=0 && pData[9] == pPlayer->cursectnum)
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#endif
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)
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{
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@ -6285,7 +6285,7 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
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{
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auto const pPlayer = g_player[playerNum].ps;
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if (sprite[pPlayer->i].sectnum == pSprite->sectnum)
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if (pPlayer->cursectnum == pSprite->sectnum)
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{
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pPlayer->pos.x += l;
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pPlayer->pos.y += x;
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@ -6657,7 +6657,7 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
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if ((pSector->lotag&0xff) != ST_27_STRETCH_BRIDGE)
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for (bssize_t TRAVERSE_CONNECT(playerNum))
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if (pSector->lotag != ST_30_ROTATE_RISE_BRIDGE && pSector->lotag != ST_31_TWO_WAY_TRAIN && pSector->lotag != 0
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&& pSprite->sectnum == sprite[g_player[playerNum].ps->i].sectnum)
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&& pSprite->sectnum == pPlayer->cursectnum)
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j = 0;
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if (j == 1)
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@ -7533,7 +7533,7 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
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{
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auto const pPlayer = g_player[p].ps;
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if (pSprite->sectnum == sprite[pPlayer->i].sectnum && pPlayer->on_ground)
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if (pSprite->sectnum == pPlayer->cursectnum && pPlayer->on_ground)
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{
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pPlayer->pos.x += l;
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pPlayer->pos.y += x;
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