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Fix for emerging from TROR water
git-svn-id: https://svn.eduke32.com/eduke32@7848 1a8010ca-5511-0410-912e-c29ae57300e0
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@ -3403,7 +3403,7 @@ static int P_Submerge(int const playerNum, DukePlayer_t * const pPlayer, int con
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static int P_Emerge(int const playerNum, DukePlayer_t * const pPlayer, int const sectNum, int const otherSect)
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static int P_Emerge(int const playerNum, DukePlayer_t * const pPlayer, int const sectNum, int const otherSect)
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{
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{
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// r1449-:
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// r1449-:
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if (pPlayer->pos.z < (sector[sectNum].ceilingz+1080) && pPlayer->vel.z == 0)
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if (pPlayer->pos.z < (sector[sectNum].ceilingz+1080) && pPlayer->vel.z <= 0)
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// r1450+, breaks submergible slime in bobsp2:
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// r1450+, breaks submergible slime in bobsp2:
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// if (onfloorz && sectlotag == 2 && ps->pos.z <= sector[sect].ceilingz /*&& ps->vel.z == 0*/)
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// if (onfloorz && sectlotag == 2 && ps->pos.z <= sector[sect].ceilingz /*&& ps->vel.z == 0*/)
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{
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{
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