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Duke3d: make actors set to move vertically in CON act as if SFLAG_SMOOTHMOVE was explicitly enabled
This smooths out stuff like octabrains and flying liztroops without making them look stupid when they move on the ground.
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parent
dcf1c540e6
commit
1389413ca1
2 changed files with 22 additions and 16 deletions
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@ -3686,6 +3686,8 @@ void move_d(DDukeActor *actor, int playernum, int xvel)
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}
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}
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else if (actor->spr.picnum != DRONE && actor->spr.picnum != SHARK && actor->spr.picnum != COMMANDER)
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{
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if (!*(moveptr + 1))
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{
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if (actor->opos.Z != actor->spr.pos.Z || (ud.multimode < 2 && ud.player_skill < 2))
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{
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@ -3699,6 +3701,7 @@ void move_d(DDukeActor *actor, int playernum, int xvel)
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}
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}
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}
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}
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Collision coll;
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actor->movflag = movesprite_ex(actor,
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@ -3715,6 +3715,8 @@ void move_r(DDukeActor *actor, int pnum, int xvel)
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else if ((isRRRA() && actor->spr.picnum != DRONE && actor->spr.picnum != SHARK && actor->spr.picnum != UFO1_RRRA) ||
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(!isRRRA() && actor->spr.picnum != DRONE && actor->spr.picnum != SHARK && actor->spr.picnum != UFO1_RR
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&& actor->spr.picnum != UFO2 && actor->spr.picnum != UFO3 && actor->spr.picnum != UFO4 && actor->spr.picnum != UFO5))
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{
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if (!*(moveptr + 1))
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{
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if (actor->opos.Z != actor->spr.pos.Z || (ud.multimode < 2 && ud.player_skill < 2))
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{
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@ -3728,6 +3730,7 @@ void move_r(DDukeActor *actor, int pnum, int xvel)
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}
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}
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}
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}
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if (isRRRA())
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{
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if (actor->sector()->lotag != 1)
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