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* The original game spawning the player's sprite/actor would set the sprite's pos with the Z matching the player's, which had a height offset already applied. * This baked in height offset was carried through up until the `SetActor()` call in `processinput()`, where the original game would then strip off `gs.playerheight`. * This baked in height offset within the actor is critical on the first tic for pre-activated elevators on level spawn to function right, such as E1L2 and E2L3. * Properly setting the player actor's Z immediately after the initial `getzrange()` call, but before other functions like `movement()`, etc further down in `processinput()` is the best spot. * Fixes #870. |
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src | ||
all.cpp | ||
all_d.cpp | ||
all_r.cpp |