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- Fix multiple bad calls to pushmove()
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7d3babd678
commit
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5 changed files with 5 additions and 5 deletions
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@ -5132,7 +5132,7 @@ void fall_common(DDukeActor *actor, int playernum, int JIBS6, int DRONE, int BLO
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{
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auto sect = actor->sector();
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pushmove(actor->spr.pos, §, 16., 4., 4., CLIPMASK0);
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pushmove(actor->spr.pos, §, 8., 4., 4., CLIPMASK0);
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if (sect != actor->sector() && sect != nullptr)
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ChangeActorSect(actor, sect);
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@ -623,7 +623,7 @@ void playerisdead(int snum, int psectlotag, double floorz, double ceilingz)
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updatesector(p->pos, &p->cursector);
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pushmove(p->pos, &p->cursector, 16, 4, 20, CLIPMASK0);
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pushmove(p->pos, &p->cursector, 8, 4, 20, CLIPMASK0);
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if (floorz > ceilingz + 16 && actor->spr.pal != 1)
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p->angle.rotscrnang = DAngle::fromBuild(p->dead_flag + ((floorz + p->pos.Z) * 2));
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@ -1403,7 +1403,7 @@ void checkhitsprite_d(DDukeActor* targ, DDukeActor* proj)
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targ->vel.X = -proj->spr.extra * 0.25;
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auto sp = targ->sector();
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pushmove(targ->spr.pos, &sp, 16, 4, 4, CLIPMASK0);
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pushmove(targ->spr.pos, &sp, 8, 4, 4, CLIPMASK0);
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if (sp != targ->sector() && sp != nullptr)
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ChangeActorSect(targ, sp);
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}
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@ -1044,7 +1044,7 @@ void AIPlayer::Tick(RunListEvent* ev)
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auto pPlayerSect = pPlayerActor->sector();
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pushmove(pPlayerActor->spr.pos, &pPlayerSect, pPlayerActor->fClipdist(), 320, -320, CLIPMASK0);
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pushmove(pPlayerActor->spr.pos, &pPlayerSect, pPlayerActor->fClipdist(), 20, -20, CLIPMASK0);
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if (pPlayerSect != pPlayerActor->sector()) {
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ChangeActorSect(pPlayerActor, pPlayerSect);
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}
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@ -307,7 +307,7 @@ void AISet::Tick(RunListEvent* ev)
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auto nMov = MoveCreature(pActor);
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auto sect = pActor->sector();
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pushmove(pActor->spr.pos, §, pActor->fClipdist(), 320, -320, CLIPMASK0);
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pushmove(pActor->spr.pos, §, pActor->fClipdist(), 20, -20, CLIPMASK0);
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pActor->setsector(sect);
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if (pActor->vel.Z > 4000/256.)
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