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- Exhumed: Restore nStandHeight
global and move to Player
struct.
* Was dropped in 572869f502
.
* Game's crouch testing necessitates that this value be pre-cached.
* Interestingly, this value is 62.5 whereas the game's view height is 55. Change in late development to make the world feel larger?
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2 changed files with 3 additions and 2 deletions
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@ -72,7 +72,6 @@ int obobangle = 0, bobangle = 0;
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int nLocalPlayer = 0;
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Player PlayerList[kMaxPlayers];
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TObjPtr<DExhumedActor*> nNetStartSprite[kMaxPlayers] = { };
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double nStandHeight;
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int PlayerCount;
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int nNetStartSprites;
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int nCurStartSprite;
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@ -308,6 +307,7 @@ void RestartPlayer(int nPlayer)
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pPlayer->nDeathType = 0;
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pPlayer->nQuake = 0;
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pPlayer->nTemperature = 0;
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pPlayer->nStandHeight = GetActorHeight(pPlayerActor);
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SetTorch(nPlayer, 0);
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if (nNetPlayerCount)
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@ -1810,7 +1810,7 @@ static void updatePlayerAction(Player* const pPlayer)
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{
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nextAction = 10 - (pPlayer->totalvel <= 1);
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}
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else if (GetActorHeight(pPlayerActor) > (pPlayerSect->floorz - pPlayerSect->ceilingz))
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else if (pPlayer->nStandHeight > (pPlayerSect->floorz - pPlayerSect->ceilingz))
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{
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// CHECKME - confirm branching in this area is OK
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// CHECKME - are we finished with 'nSector' variable at this point? if so, maybe set it to pPlayerActor->sector() so we can make this code a bit neater. Don't assume pPlayerActor->sector() == nSector here!!
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@ -101,6 +101,7 @@ struct Player
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double nQuake;
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uint8_t nPlayer;
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int16_t nTemperature;
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double nStandHeight;
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PlayerSave sPlayerSave;
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int ototalvel;
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int totalvel;
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