Revert the functional changes of r4741 and r4703 relating to conveyors. This restores conveyor belts to their original v1.5 speeds at the expense of the corner cases the original commits addressed.

This can be revisited in the future to address these corner cases without breaking the original game.

git-svn-id: https://svn.eduke32.com/eduke32@6649 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
hendricks266 2018-02-12 02:32:43 +00:00
parent 8ddcef89fc
commit 7be5abbe37
2 changed files with 12 additions and 6 deletions

View file

@ -5669,6 +5669,12 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
int32_t q = 0, j, k, l, m, x;
int spriteNum = headspritestat[STAT_EFFECTOR];
for (native_t TRAVERSE_CONNECT(playerNum))
{
vec2_t & fric = g_player[playerNum].ps->fric;
fric.x = fric.y = 0;
}
while (spriteNum >= 0)
{
int const nextSprite = nextspritestat[spriteNum];

View file

@ -3051,10 +3051,12 @@ void P_GetInput(int playerNum)
}
localInput.fvel = mulscale9(staticInput.fvel, sintable[(pPlayer->ang + 2560) & 2047]) +
(mulscale9(staticInput.svel, sintable[(pPlayer->ang + 2048) & 2047]));
mulscale9(staticInput.svel, sintable[(pPlayer->ang + 2048) & 2047]) +
pPlayer->fric.x;
localInput.svel = mulscale9(staticInput.fvel, sintable[(pPlayer->ang + 2048) & 2047]) +
(mulscale9(staticInput.svel, sintable[(pPlayer->ang + 1536) & 2047]));
mulscale9(staticInput.svel, sintable[(pPlayer->ang + 1536) & 2047]) +
pPlayer->fric.y;
localInput.avel = staticInput.avel;
localInput.horz = staticInput.horz;
@ -5223,13 +5225,11 @@ HORIZONLY:;
updatesectorz(pPlayer->pos.x, pPlayer->pos.y, pPlayer->pos.z, &pPlayer->cursectnum);
}
#endif
int const spriteNum = clipmove((vec3_t *) pPlayer, &pPlayer->cursectnum, pPlayer->vel.x + (pPlayer->fric.x << 9),
pPlayer->vel.y + (pPlayer->fric.y << 9), pPlayer->clipdist, (4L << 8), stepHeight, CLIPMASK0);
int const spriteNum = clipmove((vec3_t *) pPlayer, &pPlayer->cursectnum, pPlayer->vel.x,
pPlayer->vel.y, pPlayer->clipdist, (4L << 8), stepHeight, CLIPMASK0);
if (spriteNum)
P_CheckTouchDamage(pPlayer, spriteNum);
pPlayer->fric.x = pPlayer->fric.y = 0;
}
// This makes the player view lower when shrunk. NOTE that it can get the