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- a few in player.cpp
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cc161fe66a
commit
bfea02a192
1 changed files with 7 additions and 14 deletions
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@ -1256,7 +1256,8 @@ void DoPlayerResetMovement(PLAYERp pp)
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void DoPlayerTeleportPause(PLAYERp pp)
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{
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USERp u = pp->Actor()->u();
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DSWActor* actor = pp->actor;
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USERp u = actor->u();
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// set this so we don't get stuck in teleporting loop
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pp->lastcursector = pp->cursector;
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@ -1341,7 +1342,6 @@ void DoSpawnTeleporterEffectPlace(DSWActor* actor)
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void DoPlayerWarpTeleporter(PLAYERp pp)
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{
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auto ppActor = pp->Actor();
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USERp u = ppActor->u();
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short pnum;
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DSWActor* act_warp;
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@ -1372,11 +1372,8 @@ void DoPlayerWarpTeleporter(PLAYERp pp)
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DoPlayerResetMovement(pp);
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u->WaitTics = 30;
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//ppActor->spr.shade =
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//SET(ppActor->spr.cstat, CSTAT_SPRITE_TRANSLUCENT);
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ppActor->user.WaitTics = 30;
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DoPlayerBeginRun(pp);
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//DoPlayerStand(pp);
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pp->DoPlayerAction = DoPlayerTeleportPause;
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NewStateGroup(ppActor, ppActor->user.ActorActionSet->Stand);
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@ -1680,9 +1677,6 @@ void DoPlayerSpriteBob(PLAYERp pp, short player_height, short bob_amt, short bob
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void UpdatePlayerUnderSprite(PLAYERp pp)
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{
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DSWActor* act_over = pp->actor;
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USERp over_u = act_over->u();
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USERp u;
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int water_level_z, zdiff;
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bool above_water, in_dive_area;
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@ -1690,7 +1684,7 @@ void UpdatePlayerUnderSprite(PLAYERp pp)
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if (Prediction)
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return;
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ASSERT(over_u);
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ASSERT(act_over->hasU());
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// dont bother spawning if you ain't really in the water
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water_level_z = act_over->spr.sector()->floorz; // - Z(pp->WadeDepth);
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@ -1721,7 +1715,6 @@ void UpdatePlayerUnderSprite(PLAYERp pp)
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}
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DSWActor* act_under = pp->PlayerUnderActor;
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u = act_under->u();
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act_under->spr.pos = act_under->spr.pos;
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ChangeActorSect(pp->PlayerUnderActor, act_under->spr.sector());
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@ -1735,9 +1728,9 @@ void UpdatePlayerUnderSprite(PLAYERp pp)
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// add diff to ceiling
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act_under->spr.pos.Z = act_under->spr.sector()->ceilingz + zdiff;
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u->State = over_u->State;
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u->Rot = over_u->Rot;
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u->StateStart = over_u->StateStart;
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act_under->user.State = act_over->user.State;
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act_under->user.Rot = act_over->user.Rot;
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act_under->user.StateStart = act_over->user.StateStart;
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act_under->spr.picnum = act_under->spr.picnum;
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}
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