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- SW: Wrap calls that set PLAYER::PlayerNowPosition.Z
.
This commit is contained in:
parent
7757288d33
commit
6226d302f5
3 changed files with 47 additions and 42 deletions
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@ -719,6 +719,11 @@ struct PLAYER
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{
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{
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return PlayerNowPosition.XY();
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return PlayerNowPosition.XY();
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}
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}
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void posZset(const double val)
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{
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PlayerNowPosition.Z = val;
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}
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};
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};
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extern PLAYER Player[MAX_SW_PLAYERS_REG+1];
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extern PLAYER Player[MAX_SW_PLAYERS_REG+1];
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@ -1495,7 +1495,7 @@ void DoPlayerJumpHeight(PLAYER* pp)
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{
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{
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if (pp->PlayerNowPosition.Z + PLAYER_HEIGHTF > pp->loz)
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if (pp->PlayerNowPosition.Z + PLAYER_HEIGHTF > pp->loz)
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{
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{
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pp->PlayerNowPosition.Z = pp->loz - PLAYER_HEIGHTF;
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pp->posZset(pp->loz - PLAYER_HEIGHTF);
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DoPlayerBeginRun(pp);
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DoPlayerBeginRun(pp);
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}
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}
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}
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}
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@ -2081,10 +2081,10 @@ void PlayerSectorBound(PLAYER* pp, double amt)
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calcSlope(pp->cursector, pp->PlayerNowPosition, &cz, &fz);
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calcSlope(pp->cursector, pp->PlayerNowPosition, &cz, &fz);
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if (pp->PlayerNowPosition.Z > fz - amt)
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if (pp->PlayerNowPosition.Z > fz - amt)
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pp->PlayerNowPosition.Z = fz - amt;
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pp->posZset(fz - amt);
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if (pp->PlayerNowPosition.Z < cz + amt)
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if (pp->PlayerNowPosition.Z < cz + amt)
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pp->PlayerNowPosition.Z = cz + amt;
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pp->posZset(cz + amt);
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}
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}
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@ -2247,18 +2247,18 @@ void DoPlayerMove(PLAYER* pp)
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if (pp->Flags & (PF_FLYING|PF_JUMPING|PF_FALLING))
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if (pp->Flags & (PF_FLYING|PF_JUMPING|PF_FALLING))
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{
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{
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if (pp->PlayerNowPosition.Z > pp->loz)
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if (pp->PlayerNowPosition.Z > pp->loz)
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pp->PlayerNowPosition.Z = pp->loz - PLAYER_HEIGHTF;
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pp->posZset(pp->loz - PLAYER_HEIGHTF);
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if (pp->PlayerNowPosition.Z < pp->hiz)
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if (pp->PlayerNowPosition.Z < pp->hiz)
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pp->PlayerNowPosition.Z = pp->hiz + PLAYER_HEIGHTF;
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pp->posZset(pp->hiz + PLAYER_HEIGHTF);
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}
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}
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else if (pp->Flags & (PF_SWIMMING|PF_DIVING))
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else if (pp->Flags & (PF_SWIMMING|PF_DIVING))
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{
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{
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if (pp->PlayerNowPosition.Z > pp->loz)
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if (pp->PlayerNowPosition.Z > pp->loz)
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pp->PlayerNowPosition.Z = pp->loz - PLAYER_SWIM_HEIGHTF;
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pp->posZset(pp->loz - PLAYER_SWIM_HEIGHTF);
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if (pp->PlayerNowPosition.Z < pp->hiz)
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if (pp->PlayerNowPosition.Z < pp->hiz)
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pp->PlayerNowPosition.Z = pp->hiz + PLAYER_SWIM_HEIGHTF;
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pp->posZset(pp->hiz + PLAYER_SWIM_HEIGHTF);
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}
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}
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}
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}
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}
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}
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@ -2324,10 +2324,10 @@ void DoPlayerSectorUpdatePostMove(PLAYER* pp)
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// adjust the posz to be in a sector
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// adjust the posz to be in a sector
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calcSlope(pp->cursector, pp->PlayerNowPosition, &cz, &fz);
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calcSlope(pp->cursector, pp->PlayerNowPosition, &cz, &fz);
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if (pp->PlayerNowPosition.Z > fz)
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if (pp->PlayerNowPosition.Z > fz)
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pp->PlayerNowPosition.Z = fz;
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pp->posZset(fz);
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if (pp->PlayerNowPosition.Z < cz)
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if (pp->PlayerNowPosition.Z < cz)
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pp->PlayerNowPosition.Z = cz;
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pp->posZset(cz);
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// try again
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// try again
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updatesectorz(pp->PlayerNowPosition, &pp->cursector);
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updatesectorz(pp->PlayerNowPosition, &pp->cursector);
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@ -2992,7 +2992,7 @@ void DoPlayerJump(PLAYER* pp)
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if (PlayerCeilingHit(pp, pp->hiz + 4))
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if (PlayerCeilingHit(pp, pp->hiz + 4))
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{
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{
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// put player at the ceiling
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// put player at the ceiling
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pp->PlayerNowPosition.Z = pp->hiz + 4;
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pp->posZset(pp->hiz + 4);
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// reverse your speed to falling
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// reverse your speed to falling
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pp->jump_speed = -pp->jump_speed;
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pp->jump_speed = -pp->jump_speed;
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@ -3008,7 +3008,7 @@ void DoPlayerJump(PLAYER* pp)
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// if player gets to close the floor while jumping
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// if player gets to close the floor while jumping
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if (PlayerFloorHit(pp, pp->loz - pp->p_floor_dist))
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if (PlayerFloorHit(pp, pp->loz - pp->p_floor_dist))
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{
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{
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pp->PlayerNowPosition.Z = pp->loz - pp->p_floor_dist;
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pp->posZset(pp->loz - pp->p_floor_dist);
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pp->jump_speed = 0;
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pp->jump_speed = 0;
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PlayerSectorBound(pp, 1);
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PlayerSectorBound(pp, 1);
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@ -3067,7 +3067,7 @@ void DoPlayerForceJump(PLAYER* pp)
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if (PlayerCeilingHit(pp, pp->hiz + 4))
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if (PlayerCeilingHit(pp, pp->hiz + 4))
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{
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{
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// put player at the ceiling
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// put player at the ceiling
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pp->PlayerNowPosition.Z = pp->hiz + 4;
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pp->posZset(pp->hiz + 4);
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// reverse your speed to falling
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// reverse your speed to falling
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pp->jump_speed = -pp->jump_speed;
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pp->jump_speed = -pp->jump_speed;
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@ -3193,7 +3193,7 @@ void DoPlayerFall(PLAYER* pp)
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if (PlayerCeilingHit(pp, pp->hiz + pp->p_ceiling_dist))
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if (PlayerCeilingHit(pp, pp->hiz + pp->p_ceiling_dist))
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{
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{
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// put player at the ceiling
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// put player at the ceiling
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pp->PlayerNowPosition.Z = pp->hiz + pp->p_ceiling_dist;
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pp->posZset(pp->hiz + pp->p_ceiling_dist);
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// don't return or anything - allow to fall until
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// don't return or anything - allow to fall until
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// hit floor
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// hit floor
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}
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}
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@ -3220,7 +3220,7 @@ void DoPlayerFall(PLAYER* pp)
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// i any kind of crawl key get rid of recoil
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// i any kind of crawl key get rid of recoil
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if (DoPlayerTestCrawl(pp) || (pp->input.actions & SB_CROUCH))
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if (DoPlayerTestCrawl(pp) || (pp->input.actions & SB_CROUCH))
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{
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{
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pp->PlayerNowPosition.Z = pp->loz - PLAYER_CRAWL_HEIGHTF;
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pp->posZset(pp->loz - PLAYER_CRAWL_HEIGHTF);
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}
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}
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else
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else
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{
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{
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@ -3428,7 +3428,7 @@ void DoPlayerClimb(PLAYER* pp)
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if (PlayerCeilingHit(pp, pp->hiz))
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if (PlayerCeilingHit(pp, pp->hiz))
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{
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{
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// put player at the hiz
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// put player at the hiz
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pp->PlayerNowPosition.Z = pp->hiz;
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pp->posZset(pp->hiz);
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NewStateGroup(pp->actor, sg_PlayerNinjaClimb);
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NewStateGroup(pp->actor, sg_PlayerNinjaClimb);
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}
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}
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@ -3436,7 +3436,7 @@ void DoPlayerClimb(PLAYER* pp)
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if (PlayerCeilingHit(pp, pp->hiz + 4))
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if (PlayerCeilingHit(pp, pp->hiz + 4))
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{
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{
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// put player at the ceiling
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// put player at the ceiling
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pp->PlayerNowPosition.Z = pp->LadderSector->ceilingz + 4;
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pp->posZset(pp->LadderSector->ceilingz + 4);
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NewStateGroup(pp->actor, sg_PlayerNinjaClimb);
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NewStateGroup(pp->actor, sg_PlayerNinjaClimb);
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}
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}
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@ -3462,7 +3462,7 @@ void DoPlayerClimb(PLAYER* pp)
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if (PlayerFloorHit(pp, pp->loz - 4 - PLAYER_HEIGHTF))
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if (PlayerFloorHit(pp, pp->loz - 4 - PLAYER_HEIGHTF))
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{
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{
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// stand on floor
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// stand on floor
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pp->PlayerNowPosition.Z = pp->loz - 4 - PLAYER_HEIGHTF;
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pp->posZset(pp->loz - 4 - PLAYER_HEIGHTF);
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// if moving backwards start running
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// if moving backwards start running
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if (climbVel < 0)
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if (climbVel < 0)
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@ -3657,7 +3657,7 @@ void DoPlayerCrawl(PLAYER* pp)
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if (FAF_ConnectArea(pp->cursector))
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if (FAF_ConnectArea(pp->cursector))
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{
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{
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// adjust the z
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// adjust the z
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pp->PlayerNowPosition.Z = pp->cursector->ceilingz + 12;
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pp->posZset(pp->cursector->ceilingz + 12);
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}
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}
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DoPlayerBeginDiveNoWarp(pp);
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DoPlayerBeginDiveNoWarp(pp);
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@ -3711,7 +3711,7 @@ void DoPlayerCrawl(PLAYER* pp)
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if (pp->insector() && (pp->cursector->extra & SECTFX_DYNAMIC_AREA))
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if (pp->insector() && (pp->cursector->extra & SECTFX_DYNAMIC_AREA))
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{
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{
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pp->PlayerNowPosition.Z = pp->loz - PLAYER_CRAWL_HEIGHTF;
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pp->posZset(pp->loz - PLAYER_CRAWL_HEIGHTF);
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}
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}
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DoPlayerBob(pp);
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DoPlayerBob(pp);
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@ -3798,14 +3798,14 @@ void DoPlayerFly(PLAYER* pp)
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// Only get so close to the ceiling
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// Only get so close to the ceiling
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if (PlayerCeilingHit(pp, pp->hiz + PLAYER_FLY_BOB_AMT + 8))
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if (PlayerCeilingHit(pp, pp->hiz + PLAYER_FLY_BOB_AMT + 8))
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{
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{
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pp->PlayerNowPosition.Z = pp->hiz + PLAYER_FLY_BOB_AMT + 8;
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pp->posZset(pp->hiz + PLAYER_FLY_BOB_AMT + 8);
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pp->z_speed = 0;
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pp->z_speed = 0;
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}
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}
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// Only get so close to the floor
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// Only get so close to the floor
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if (PlayerFloorHit(pp, pp->loz - PLAYER_HEIGHTF - PLAYER_FLY_BOB_AMT))
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if (PlayerFloorHit(pp, pp->loz - PLAYER_HEIGHTF - PLAYER_FLY_BOB_AMT))
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{
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{
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pp->PlayerNowPosition.Z = pp->loz - PLAYER_HEIGHTF - PLAYER_FLY_BOB_AMT;
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pp->posZset(pp->loz - PLAYER_HEIGHTF - PLAYER_FLY_BOB_AMT);
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pp->z_speed = 0;
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pp->z_speed = 0;
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}
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}
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@ -4029,7 +4029,7 @@ int PlayerCanDiveNoWarp(PLAYER* pp)
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if (SectorIsUnderwaterArea(sect))
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if (SectorIsUnderwaterArea(sect))
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{
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{
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pp->setcursector(sect);
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pp->setcursector(sect);
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pp->PlayerNowPosition.Z = sect->ceilingz + 20;
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pp->posZset(sect->ceilingz + 20);
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pp->z_speed = 20;
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pp->z_speed = 20;
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pp->jump_speed = 0;
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pp->jump_speed = 0;
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@ -4281,7 +4281,7 @@ void DoPlayerWarpToUnderwater(PLAYER* pp)
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else
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else
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pp->setcursector(over);
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pp->setcursector(over);
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pp->PlayerNowPosition.Z = under_act->sector()->ceilingz + 6;
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pp->posZset(under_act->sector()->ceilingz + 6);
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pp->PlayerPrevPosition = pp->PlayerNowPosition;
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pp->PlayerPrevPosition = pp->PlayerNowPosition;
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@ -4351,7 +4351,7 @@ void DoPlayerWarpToSurface(PLAYER* pp)
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pp->setcursector(over);
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pp->setcursector(over);
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}
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}
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pp->PlayerNowPosition.Z = over_act->sector()->floorz - 2;
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pp->posZset(over_act->sector()->floorz - 2);
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// set z range and wade depth so we know how high to set view
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// set z range and wade depth so we know how high to set view
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DoPlayerZrange(pp);
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DoPlayerZrange(pp);
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@ -4698,7 +4698,7 @@ void DoPlayerDive(PLAYER* pp)
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{
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{
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// if not underwater sector we must surface
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// if not underwater sector we must surface
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// force into above sector
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// force into above sector
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pp->PlayerNowPosition.Z = pp->cursector->ceilingz- 8;
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pp->posZset(pp->cursector->ceilingz- 8);
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pp->setcursector(sect);
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pp->setcursector(sect);
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DoPlayerStopDiveNoWarp(pp);
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DoPlayerStopDiveNoWarp(pp);
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DoPlayerBeginRun(pp);
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DoPlayerBeginRun(pp);
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@ -4715,7 +4715,7 @@ void DoPlayerDive(PLAYER* pp)
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// for room over room water the hiz will be the top rooms ceiling
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// for room over room water the hiz will be the top rooms ceiling
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if (pp->PlayerNowPosition.Z < pp->hiz + pp->p_ceiling_dist)
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if (pp->PlayerNowPosition.Z < pp->hiz + pp->p_ceiling_dist)
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{
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{
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pp->PlayerNowPosition.Z = pp->hiz + pp->p_ceiling_dist;
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pp->posZset(pp->hiz + pp->p_ceiling_dist);
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}
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}
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}
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}
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else
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else
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@ -4734,7 +4734,7 @@ void DoPlayerDive(PLAYER* pp)
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// Only get so close to the floor
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// Only get so close to the floor
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if (pp->PlayerNowPosition.Z >= pp->loz - PLAYER_DIVE_HEIGHTF)
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if (pp->PlayerNowPosition.Z >= pp->loz - PLAYER_DIVE_HEIGHTF)
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{
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{
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pp->PlayerNowPosition.Z = pp->loz - PLAYER_DIVE_HEIGHTF;
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pp->posZset(pp->loz - PLAYER_DIVE_HEIGHTF);
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}
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}
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// make player bob if sitting still
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// make player bob if sitting still
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@ -5247,7 +5247,7 @@ void DoPlayerBeginOperate(PLAYER* pp)
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pp->posXY() = sop->pmid.XY();
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pp->posXY() = sop->pmid.XY();
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updatesector(pp->PlayerNowPosition, &pp->cursector);
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updatesector(pp->PlayerNowPosition, &pp->cursector);
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calcSlope(pp->cursector, pp->PlayerNowPosition, &cz, &fz);
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calcSlope(pp->cursector, pp->PlayerNowPosition, &cz, &fz);
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pp->PlayerNowPosition.Z = fz - PLAYER_HEIGHTF;
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pp->posZset(fz - PLAYER_HEIGHTF);
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pp->Flags &= ~(PF_CRAWLING|PF_JUMPING|PF_FALLING|PF_LOCK_CRAWL);
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pp->Flags &= ~(PF_CRAWLING|PF_JUMPING|PF_FALLING|PF_LOCK_CRAWL);
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@ -5272,7 +5272,7 @@ void DoPlayerBeginOperate(PLAYER* pp)
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PlaySOsound(pp->sop->mid_sector, SO_DRIVE_SOUND);
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PlaySOsound(pp->sop->mid_sector, SO_DRIVE_SOUND);
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else
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else
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PlaySOsound(pp->sop->mid_sector, SO_IDLE_SOUND);
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PlaySOsound(pp->sop->mid_sector, SO_IDLE_SOUND);
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pp->PlayerNowPosition.Z = fz - PLAYER_HEIGHTF;
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pp->posZset(fz - PLAYER_HEIGHTF);
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DoPlayerBeginOperateVehicle(pp);
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DoPlayerBeginOperateVehicle(pp);
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break;
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break;
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case SO_TURRET_MGUN:
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case SO_TURRET_MGUN:
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@ -5281,7 +5281,7 @@ void DoPlayerBeginOperate(PLAYER* pp)
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PlaySOsound(pp->sop->mid_sector, SO_DRIVE_SOUND);
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PlaySOsound(pp->sop->mid_sector, SO_DRIVE_SOUND);
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else
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else
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PlaySOsound(pp->sop->mid_sector, SO_IDLE_SOUND);
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PlaySOsound(pp->sop->mid_sector, SO_IDLE_SOUND);
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pp->PlayerNowPosition.Z = fz - PLAYER_HEIGHTF;
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pp->posZset(fz - PLAYER_HEIGHTF);
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DoPlayerBeginOperateTurret(pp);
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DoPlayerBeginOperateTurret(pp);
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break;
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break;
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#if 0
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#if 0
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@ -5337,7 +5337,7 @@ void DoPlayerBeginRemoteOperate(PLAYER* pp, SECTOR_OBJECT* sop)
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pp->posXY() = sop->pmid.XY();
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pp->posXY() = sop->pmid.XY();
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updatesector(pp->PlayerNowPosition, &pp->cursector);
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updatesector(pp->PlayerNowPosition, &pp->cursector);
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calcSlope(pp->cursector, pp->PlayerNowPosition, &cz, &fz);
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calcSlope(pp->cursector, pp->PlayerNowPosition, &cz, &fz);
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pp->PlayerNowPosition.Z = fz - PLAYER_HEIGHTF;
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pp->posZset(fz - PLAYER_HEIGHTF);
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pp->Flags &= ~(PF_CRAWLING|PF_JUMPING|PF_FALLING|PF_LOCK_CRAWL);
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pp->Flags &= ~(PF_CRAWLING|PF_JUMPING|PF_FALLING|PF_LOCK_CRAWL);
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@ -5365,7 +5365,7 @@ void DoPlayerBeginRemoteOperate(PLAYER* pp, SECTOR_OBJECT* sop)
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PlaySOsound(pp->sop->mid_sector, SO_DRIVE_SOUND);
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PlaySOsound(pp->sop->mid_sector, SO_DRIVE_SOUND);
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else
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else
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PlaySOsound(pp->sop->mid_sector, SO_IDLE_SOUND);
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PlaySOsound(pp->sop->mid_sector, SO_IDLE_SOUND);
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pp->PlayerNowPosition.Z = fz - PLAYER_HEIGHTF;
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pp->posZset(fz - PLAYER_HEIGHTF);
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DoPlayerBeginOperateVehicle(pp);
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DoPlayerBeginOperateVehicle(pp);
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break;
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break;
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case SO_TURRET_MGUN:
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case SO_TURRET_MGUN:
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@ -5374,7 +5374,7 @@ void DoPlayerBeginRemoteOperate(PLAYER* pp, SECTOR_OBJECT* sop)
|
||||||
PlaySOsound(pp->sop->mid_sector, SO_DRIVE_SOUND);
|
PlaySOsound(pp->sop->mid_sector, SO_DRIVE_SOUND);
|
||||||
else
|
else
|
||||||
PlaySOsound(pp->sop->mid_sector, SO_IDLE_SOUND);
|
PlaySOsound(pp->sop->mid_sector, SO_IDLE_SOUND);
|
||||||
pp->PlayerNowPosition.Z = fz - PLAYER_HEIGHTF;
|
pp->posZset(fz - PLAYER_HEIGHTF);
|
||||||
DoPlayerBeginOperateTurret(pp);
|
DoPlayerBeginOperateTurret(pp);
|
||||||
break;
|
break;
|
||||||
default:
|
default:
|
||||||
|
@ -5421,7 +5421,7 @@ void PlayerRemoteReset(PLAYER* pp, sectortype* sect)
|
||||||
|
|
||||||
auto rsp = pp->remoteActor;
|
auto rsp = pp->remoteActor;
|
||||||
pp->posXY() = rsp->spr.pos.XY();
|
pp->posXY() = rsp->spr.pos.XY();
|
||||||
pp->PlayerNowPosition.Z = sect->floorz - PLAYER_HEIGHTF;
|
pp->posZset(sect->floorz - PLAYER_HEIGHTF);
|
||||||
|
|
||||||
pp->vect.Zero();
|
pp->vect.Zero();
|
||||||
pp->ovect.Zero();
|
pp->ovect.Zero();
|
||||||
|
@ -5590,7 +5590,7 @@ void DoPlayerDeathJump(PLAYER* pp)
|
||||||
if (PlayerCeilingHit(pp, pp->hiz + 4))
|
if (PlayerCeilingHit(pp, pp->hiz + 4))
|
||||||
{
|
{
|
||||||
// put player at the ceiling
|
// put player at the ceiling
|
||||||
pp->PlayerNowPosition.Z = pp->hiz + 4;
|
pp->posZset(pp->hiz + 4);
|
||||||
|
|
||||||
// reverse your speed to falling
|
// reverse your speed to falling
|
||||||
pp->jump_speed = -pp->jump_speed;
|
pp->jump_speed = -pp->jump_speed;
|
||||||
|
@ -5639,7 +5639,7 @@ void DoPlayerDeathFall(PLAYER* pp)
|
||||||
else
|
else
|
||||||
PlaySound(DIGI_BODYFALL2, pp, v3df_dontpan);
|
PlaySound(DIGI_BODYFALL2, pp, v3df_dontpan);
|
||||||
|
|
||||||
pp->PlayerNowPosition.Z = loz - PLAYER_DEATH_HEIGHTF;
|
pp->posZset(loz - PLAYER_DEATH_HEIGHTF);
|
||||||
pp->Flags &= ~(PF_FALLING);
|
pp->Flags &= ~(PF_FALLING);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -6397,7 +6397,7 @@ void DoPlayerDeathDrown(PLAYER* pp)
|
||||||
// Stick like glue when you hit the ground
|
// Stick like glue when you hit the ground
|
||||||
if (pp->PlayerNowPosition.Z > pp->loz - PLAYER_DEATH_HEIGHTF)
|
if (pp->PlayerNowPosition.Z > pp->loz - PLAYER_DEATH_HEIGHTF)
|
||||||
{
|
{
|
||||||
pp->PlayerNowPosition.Z = pp->loz - PLAYER_DEATH_HEIGHTF;
|
pp->posZset(pp->loz - PLAYER_DEATH_HEIGHTF);
|
||||||
pp->Flags &= ~(PF_FALLING);
|
pp->Flags &= ~(PF_FALLING);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -6639,7 +6639,7 @@ void DoPlayerRun(PLAYER* pp)
|
||||||
//DoPlayerHeight(pp);
|
//DoPlayerHeight(pp);
|
||||||
//DoPlayerHeight(pp);
|
//DoPlayerHeight(pp);
|
||||||
//DoPlayerHeight(pp);
|
//DoPlayerHeight(pp);
|
||||||
pp->PlayerNowPosition.Z = pp->loz - PLAYER_HEIGHTF;
|
pp->posZset(pp->loz - PLAYER_HEIGHTF);
|
||||||
DoPlayerBeginJump(pp);
|
DoPlayerBeginJump(pp);
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
@ -6734,7 +6734,7 @@ void DoPlayerRun(PLAYER* pp)
|
||||||
|
|
||||||
if ((pp->cursector && pp->cursector->extra & SECTFX_DYNAMIC_AREA))
|
if ((pp->cursector && pp->cursector->extra & SECTFX_DYNAMIC_AREA))
|
||||||
{
|
{
|
||||||
pp->PlayerNowPosition.Z = pp->loz - PLAYER_HEIGHTF;
|
pp->posZset(pp->loz - PLAYER_HEIGHTF);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Adjust height moving up and down sectors
|
// Adjust height moving up and down sectors
|
||||||
|
@ -7343,7 +7343,7 @@ void PlayerSpawnPosition(PLAYER* pp)
|
||||||
// if too close to the floor - stand up
|
// if too close to the floor - stand up
|
||||||
if (pp->PlayerNowPosition.Z > fz - PLAYER_HEIGHTF)
|
if (pp->PlayerNowPosition.Z > fz - PLAYER_HEIGHTF)
|
||||||
{
|
{
|
||||||
pp->PlayerNowPosition.Z = fz - PLAYER_HEIGHTF;
|
pp->posZset(fz - PLAYER_HEIGHTF);
|
||||||
pp->PlayerPrevPosition.Z = pp->PlayerNowPosition.Z;
|
pp->PlayerPrevPosition.Z = pp->PlayerNowPosition.Z;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -1743,7 +1743,7 @@ PlayerPart:
|
||||||
{
|
{
|
||||||
// move up some for really fast moving plats
|
// move up some for really fast moving plats
|
||||||
DoPlayerZrange(pp);
|
DoPlayerZrange(pp);
|
||||||
pp->PlayerNowPosition.Z = pp->loz - PLAYER_CRAWL_HEIGHTF;
|
pp->posZset(pp->loz - PLAYER_CRAWL_HEIGHTF);
|
||||||
pp->actor->spr.pos.Z = pp->loz;
|
pp->actor->spr.pos.Z = pp->loz;
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
|
@ -1753,7 +1753,7 @@ PlayerPart:
|
||||||
|
|
||||||
if (!(pp->Flags & (PF_JUMPING | PF_FALLING | PF_FLYING)))
|
if (!(pp->Flags & (PF_JUMPING | PF_FALLING | PF_FLYING)))
|
||||||
{
|
{
|
||||||
pp->PlayerNowPosition.Z = pp->loz - PLAYER_HEIGHTF;
|
pp->posZset(pp->loz - PLAYER_HEIGHTF);
|
||||||
pp->actor->spr.pos.Z = pp->loz;
|
pp->actor->spr.pos.Z = pp->loz;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in a new issue