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gameexec.c: in VM_Move(), update actor[].{floor,ceiling}z for enemies.
Previously, that was the case only with DRONE and COMMANDER. This makes non-falling enemies pass properly through TROR bunches. git-svn-id: https://svn.eduke32.com/eduke32@4975 1a8010ca-5511-0410-912e-c29ae57300e0
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1 changed files with 9 additions and 6 deletions
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@ -788,18 +788,21 @@ dead:
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}
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}
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else if (vm.g_sp->picnum != ORGANTIC)
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else if (vm.g_sp->picnum != ORGANTIC)
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{
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{
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// All other actors besides ORGANTIC don't update .floorz or
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int32_t l;
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// .ceilingz here.
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// In Duke3D, all other actors don't update .floorz or
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// .ceilingz here. In EDuke32, they do.
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if (vm.g_sp->zvel > 0)
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if (vm.g_sp->zvel > 0)
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{
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{
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if (vm.g_sp->z > actor[vm.g_i].floorz)
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actor[vm.g_i].floorz = l = VM_GetFlorZOfSlope();
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vm.g_sp->z = actor[vm.g_i].floorz;
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if (vm.g_sp->z > l)
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vm.g_sp->z = l;
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vm.g_sp->z += A_GetWaterZOffset(vm.g_i);
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vm.g_sp->z += A_GetWaterZOffset(vm.g_i);
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}
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}
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else if (vm.g_sp->zvel < 0)
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else if (vm.g_sp->zvel < 0)
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{
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{
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const int32_t l = VM_GetCeilZOfSlope();
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actor[vm.g_i].ceilingz = l = VM_GetCeilZOfSlope();
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if (vm.g_sp->z < l+(66<<8))
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if (vm.g_sp->z < l+(66<<8))
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{
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{
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vm.g_sp->z = l+(66<<8);
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vm.g_sp->z = l+(66<<8);
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