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- Exhumed: Make CheckMovingBlocks()
work on player pointer.
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parent
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commit
0e39dbfc95
1 changed files with 9 additions and 9 deletions
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@ -752,10 +752,10 @@ void AIPlayer::Damage(RunListEvent* ev)
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//
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//
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//---------------------------------------------------------------------------
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//---------------------------------------------------------------------------
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bool CheckMovingBlocks(int nPlayer, Collision& nMove, DVector3& spr_pos, sectortype* spr_sect)
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bool CheckMovingBlocks(Player* const pPlayer, Collision& nMove, DVector3& spr_pos, sectortype* spr_sect)
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{
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{
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auto pPlayerActor = PlayerList[nPlayer].pActor;
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const auto pPlayerActor = pPlayer->pActor;
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double const zz = pPlayerActor->vel.Z;
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const double zz = pPlayerActor->vel.Z;
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if (nMove.type == kHitSector || nMove.type == kHitWall)
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if (nMove.type == kHitSector || nMove.type == kHitWall)
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{
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{
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@ -782,18 +782,18 @@ bool CheckMovingBlocks(int nPlayer, Collision& nMove, DVector3& spr_pos, sectort
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if (nDiff <= DAngle45)
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if (nDiff <= DAngle45)
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{
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{
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PlayerList[nPlayer].pPlayerPushSect = sect;
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pPlayer->pPlayerPushSect = sect;
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DVector2 vel = PlayerList[nPlayer].vel;
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DVector2 vel = pPlayer->vel;
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auto nMyAngle = vel.Angle().Normalized360();
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auto nMyAngle = vel.Angle().Normalized360();
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setsectinterpolate(sect);
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setsectinterpolate(sect);
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MoveSector(sect, nMyAngle, vel);
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MoveSector(sect, nMyAngle, vel);
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if (PlayerList[nPlayer].nPlayerPushSound <= -1)
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if (pPlayer->nPlayerPushSound <= -1)
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{
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{
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PlayerList[nPlayer].nPlayerPushSound = 1;
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pPlayer->nPlayerPushSound = 1;
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int nBlock = PlayerList[nPlayer].pPlayerPushSect->extra;
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int nBlock = pPlayer->pPlayerPushSect->extra;
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DExhumedActor* pBlockActor = sBlockInfo[nBlock].pActor;
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DExhumedActor* pBlockActor = sBlockInfo[nBlock].pActor;
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D3PlayFX(StaticSound[kSound23], pBlockActor, 0x4000);
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D3PlayFX(StaticSound[kSound23], pBlockActor, 0x4000);
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@ -1327,7 +1327,7 @@ void AIPlayer::Tick(RunListEvent* ev)
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}
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}
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}
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}
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if (CheckMovingBlocks(nPlayer, nMove, spr_pos, spr_sect))
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if (CheckMovingBlocks(pPlayer, nMove, spr_pos, spr_sect))
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goto sectdone;
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goto sectdone;
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}
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}
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