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
This commit is contained in:
helixhorned 2015-02-05 16:30:13 +00:00
parent c0d45ef1ec
commit f022631fa8

View file

@ -656,6 +656,8 @@ static int32_t VM_GetFlorZOfSlope(void)
//////////////////// ////////////////////
static int32_t A_GetWaterZOffset(int spritenum);
GAMEEXEC_STATIC void VM_Move(void) GAMEEXEC_STATIC void VM_Move(void)
{ {
#if !defined LUNATIC #if !defined LUNATIC
@ -792,6 +794,7 @@ dead:
{ {
if (vm.g_sp->z > actor[vm.g_i].floorz) if (vm.g_sp->z > actor[vm.g_i].floorz)
vm.g_sp->z = actor[vm.g_i].floorz; vm.g_sp->z = actor[vm.g_i].floorz;
vm.g_sp->z += A_GetWaterZOffset(vm.g_i);
} }
else if (vm.g_sp->zvel < 0) else if (vm.g_sp->zvel < 0)
{ {