- some preparations for actor interpolation through wall portals.

This commit is contained in:
Christoph Oelckers 2016-02-25 00:41:31 +01:00
commit e11da06e69
12 changed files with 47 additions and 50 deletions

View file

@ -525,9 +525,7 @@ bool P_Move (AActor *actor)
// so make it switchable
if (nomonsterinterpolation)
{
actor->PrevX = actor->X();
actor->PrevY = actor->Y();
actor->PrevZ = actor->Z();
actor->ClearInterpolation();
}
if (try_ok && friction > ORIG_FRICTION)
@ -2520,6 +2518,7 @@ void A_DoChase (VMFrameStack *stack, AActor *actor, bool fastchase, FState *mele
// CANTLEAVEFLOORPIC handling was completely missing in the non-serpent functions.
fixed_t oldX = actor->X();
fixed_t oldY = actor->Y();
int oldgroup = actor->PrevPortalGroup;
FTextureID oldFloor = actor->floorpic;
// chase towards player
@ -2537,6 +2536,7 @@ void A_DoChase (VMFrameStack *stack, AActor *actor, bool fastchase, FState *mele
{
actor->PrevX = oldX;
actor->PrevY = oldY;
actor->PrevPortalGroup = oldgroup;
}
}
if (!(flags & CHF_STOPIFBLOCKED))