- some preparations for actor interpolation through wall portals.
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12 changed files with 47 additions and 50 deletions
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@ -525,9 +525,7 @@ bool P_Move (AActor *actor)
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// so make it switchable
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if (nomonsterinterpolation)
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{
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actor->PrevX = actor->X();
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actor->PrevY = actor->Y();
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actor->PrevZ = actor->Z();
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actor->ClearInterpolation();
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}
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if (try_ok && friction > ORIG_FRICTION)
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@ -2520,6 +2518,7 @@ void A_DoChase (VMFrameStack *stack, AActor *actor, bool fastchase, FState *mele
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// CANTLEAVEFLOORPIC handling was completely missing in the non-serpent functions.
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fixed_t oldX = actor->X();
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fixed_t oldY = actor->Y();
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int oldgroup = actor->PrevPortalGroup;
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FTextureID oldFloor = actor->floorpic;
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// chase towards player
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@ -2537,6 +2536,7 @@ void A_DoChase (VMFrameStack *stack, AActor *actor, bool fastchase, FState *mele
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{
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actor->PrevX = oldX;
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actor->PrevY = oldY;
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actor->PrevPortalGroup = oldgroup;
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}
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}
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if (!(flags & CHF_STOPIFBLOCKED))
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