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Actor ST1 handling: use A_GetWaterZOffset() with VM_Move(), too. DONT_BUILD.
This is where things are changed at last. This fixes lizmen walking on water. git-svn-id: https://svn.eduke32.com/eduke32@4955 1a8010ca-5511-0410-912e-c29ae57300e0
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@ -656,6 +656,8 @@ static int32_t VM_GetFlorZOfSlope(void)
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////////////////////
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////////////////////
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static int32_t A_GetWaterZOffset(int spritenum);
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GAMEEXEC_STATIC void VM_Move(void)
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GAMEEXEC_STATIC void VM_Move(void)
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{
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{
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#if !defined LUNATIC
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#if !defined LUNATIC
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@ -792,6 +794,7 @@ dead:
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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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if (vm.g_sp->z > actor[vm.g_i].floorz)
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vm.g_sp->z = actor[vm.g_i].floorz;
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vm.g_sp->z = actor[vm.g_i].floorz;
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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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