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- replaced some changespritesect with ChangeActorSect.
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a48b45143e
commit
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4 changed files with 27 additions and 20 deletions
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@ -1846,7 +1846,7 @@ UpdatePlayerSprite(PLAYERp pp)
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// there are multiple death functions
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if (TEST(pp->Flags, PF_DEAD))
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{
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changespritesect(pp->PlayerSprite, pp->cursectnum);
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ChangeActorSect(pp->Actor(), pp->cursectnum);
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sprite[pp->PlayerSprite].ang = pp->angle.ang.asbuild();
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UpdatePlayerUnderSprite(pp);
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return;
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@ -1855,24 +1855,24 @@ UpdatePlayerSprite(PLAYERp pp)
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if (pp->sop_control)
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{
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sp->z = sector[pp->cursectnum].floorz;
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changespritesect(pp->PlayerSprite, pp->cursectnum);
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ChangeActorSect(pp->Actor(), pp->cursectnum);
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}
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else if (pp->DoPlayerAction == DoPlayerCrawl)
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{
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sp->z = pp->posz + PLAYER_CRAWL_HEIGHT;
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changespritesect(pp->PlayerSprite, pp->cursectnum);
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ChangeActorSect(pp->Actor(), pp->cursectnum);
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}
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#if 0
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else if (pp->DoPlayerAction == DoPlayerSwim)
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{
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sp->z = pp->loz - Z(pp->WadeDepth) + Z(1);
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changespritesect(pp->PlayerSprite, pp->cursectnum);
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ChangeActorSect(pp->Actor(), pp->cursectnum);
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}
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#endif
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else if (pp->DoPlayerAction == DoPlayerWade)
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{
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sp->z = pp->posz + PLAYER_HEIGHT;
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changespritesect(pp->PlayerSprite, pp->cursectnum);
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ChangeActorSect(pp->Actor(), pp->cursectnum);
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if (pp->WadeDepth > Z(29))
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{
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@ -1883,7 +1883,7 @@ UpdatePlayerSprite(PLAYERp pp)
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{
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// bobbing and sprite position taken care of in DoPlayerDive
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sp->z = pp->posz + Z(10);
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changespritesect(pp->PlayerSprite, pp->cursectnum);
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ChangeActorSect(pp->Actor(), pp->cursectnum);
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}
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else if (pp->DoPlayerAction == DoPlayerClimb)
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{
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@ -1893,7 +1893,7 @@ UpdatePlayerSprite(PLAYERp pp)
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//sp->x += MOVEx(256+64, sp->ang);
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//sp->y += MOVEy(256+64, sp->ang);
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changespritesect(pp->PlayerSprite, pp->cursectnum);
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ChangeActorSect(pp->Actor(), pp->cursectnum);
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}
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else if (pp->DoPlayerAction == DoPlayerFly)
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{
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@ -1902,22 +1902,22 @@ UpdatePlayerSprite(PLAYERp pp)
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//sp->z = pp->posz + PLAYER_HEIGHT;
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//DoPlayerSpriteBob(pp, PLAYER_HEIGHT, PLAYER_FLY_BOB_AMT, 3);
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DoPlayerSpriteBob(pp, PLAYER_HEIGHT, Z(6), 3);
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changespritesect(pp->PlayerSprite, pp->cursectnum);
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ChangeActorSect(pp->Actor(), pp->cursectnum);
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}
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else if (pp->DoPlayerAction == DoPlayerJump || pp->DoPlayerAction == DoPlayerFall || pp->DoPlayerAction == DoPlayerForceJump)
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{
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sp->z = pp->posz + PLAYER_HEIGHT;
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changespritesect(pp->PlayerSprite, pp->cursectnum);
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ChangeActorSect(pp->Actor(), pp->cursectnum);
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}
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else if (pp->DoPlayerAction == DoPlayerTeleportPause)
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{
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sp->z = pp->posz + PLAYER_HEIGHT;
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changespritesect(pp->PlayerSprite, pp->cursectnum);
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ChangeActorSect(pp->Actor(), pp->cursectnum);
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}
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else
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{
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sp->z = pp->loz;
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changespritesect(pp->PlayerSprite, pp->cursectnum);
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ChangeActorSect(pp->Actor(), pp->cursectnum);
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}
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UpdatePlayerUnderSprite(pp);
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@ -3558,7 +3558,7 @@ DoPlayerClimb(PLAYERp pp)
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// setsprite to players location
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sp->z = pp->posz + PLAYER_HEIGHT;
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changespritesect(pp->PlayerSprite, pp->cursectnum);
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ChangeActorSect(pp->Actor(), pp->cursectnum);
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if (!SyncInput())
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{
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@ -6374,7 +6374,7 @@ void DoPlayerDeathMoveHead(PLAYERp pp)
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if (sectnum < 0)
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{
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pp->cursectnum = pp->lv_sectnum;
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changespritesect(pp->PlayerSprite, pp->lv_sectnum);
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ChangeActorSect(pp->Actor(), pp->lv_sectnum);
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pp->posx = sp->x = pp->lv_x;
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pp->posy = sp->y = pp->lv_y;
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}
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