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- fixes for player velocity.
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parent
a847b23e7c
commit
471f64cf72
4 changed files with 3 additions and 5 deletions
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@ -1591,7 +1591,7 @@ static void weaponcommon_d(DDukeActor* proj)
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}
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}
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else if (proj->spr.picnum == SPIT) if (proj->vel.Z < 24)
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proj->add_int_zvel( gs.gravity - 112);
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proj->vel.Z += gs.gravity - 112 / 256.;
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if (coll.type != 0)
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{
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@ -1273,7 +1273,7 @@ static void weaponcommon_r(DDukeActor *proj)
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}
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}
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else if (proj->spr.picnum == SPIT) if (proj->vel.Z < 24)
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proj->add_int_zvel( gs.gravity - 112);
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proj->vel.Z += gs.gravity - 112/256.;
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if (coll.type != 0)
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{
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@ -916,7 +916,7 @@ void checkplayerhurt_d(player_struct* p, const Collision& coll)
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p->hurt_delay = 16;
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SetPlayerPal(p, PalEntry(32, 32, 0, 0));
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p->vel.XY() = -p->angle.ang.ToVector() * 16 * VEL_FACTOR;
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p->vel.XY() = -p->angle.ang.ToVector() * 16;
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S_PlayActorSound(DUKE_LONGTERM_PAIN, p->GetActor());
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fi.checkhitwall(p->GetActor(), wal, p->pos + p->angle.ang.ToVector() * 2, -1);
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@ -200,8 +200,6 @@ struct CraneDef
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TObjPtr<DDukeActor*> poleactor;
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};
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constexpr double VEL_FACTOR = FloatToFixed<18>(1);
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constexpr double VELZ_FACTOR = 256;
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struct player_struct
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{
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DVector3 vel;
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