Revision r5015
👤 helixhorned
📅 2015-02-18 12:46:53 -0800 (Wed, 18 Feb 2015)
gameexec.c: factor out 2x occuring pattern into VM_GetZRange(), clean up 3 funcs.
- VM_GetZRange(), which updates actor[].{floor,ceiling}z, is called from
A_GetZLimits() and A_Fall().
- Style-cleanup the following: A_Dodge(), A_GetFurthestAngle(),
A_FurthestVisiblePoint(). DONT_BUILD.
Revision r5014
👤 helixhorned
📅 2015-02-18 12:46:49 -0800 (Wed, 18 Feb 2015)
Revert "gameexec.c: in VM_Move(), update actor[].{floor,ceiling}z for enemies."
This reverts r4975. DONT_BUILD.
Contenuto Raw
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r5016 | helixhorned | 2015-02-18 12:46:54 -0800 (Wed, 18 Feb 2015) | 4 lines
Add lunatic/test/thisactor_getzrange.con, providing 'state thisactor_getzrange'.
Also, note a place that is the real cause for "what makes the player slide off
enemies", as far as I can see.
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r5015 | helixhorned | 2015-02-18 12:46:53 -0800 (Wed, 18 Feb 2015) | 6 lines
gameexec.c: factor out 2x occuring pattern into VM_GetZRange(), clean up 3 funcs.
- VM_GetZRange(), which updates actor[].{floor,ceiling}z, is called from
A_GetZLimits() and A_Fall().
- Style-cleanup the following: A_Dodge(), A_GetFurthestAngle(),
A_FurthestVisiblePoint(). DONT_BUILD.
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r5014 | helixhorned | 2015-02-18 12:46:49 -0800 (Wed, 18 Feb 2015) | 3 lines
Revert "gameexec.c: in VM_Move(), update actor[].{floor,ceiling}z for enemies."
This reverts r4975. DONT_BUILD.
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