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Stopped crouching when walking up hillside
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+6
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Entities/AHuman.cpp

Lines changed: 6 additions & 4 deletions
Original file line numberDiff line numberDiff line change
@@ -30,6 +30,8 @@
3030
#include "GUI.h"
3131
#include "AllegroBitmap.h"
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33+
#include "PrimitiveMan.h"
34+
3335
#include "tracy/Tracy.hpp"
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namespace RTE {
@@ -1730,15 +1732,15 @@ void AHuman::UpdateCrouching() {
17301732
Vector hitPosStart = (m_pHead->GetPos() + Vector(0.0F, m_SpriteRadius * 0.5F)).Floor();
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Vector hitPosPredictedStart = (m_pHead->GetPos() + Vector(toPredicted, m_SpriteRadius * 0.5F)).Floor();
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Vector hitPos, hitPosPredicted;
1733-
g_SceneMan.CastStrengthRay(hitPosStart, Vector(0.0F, -desiredCrouchHeadRoom + m_SpriteRadius * -0.5F), 10.0F, hitPos, 0, g_MaterialGrass);
1734-
g_SceneMan.CastStrengthRay(hitPosPredictedStart, Vector(0.0F, -desiredCrouchHeadRoom + m_SpriteRadius * -0.5F), 10.0F, hitPosPredicted, 0, g_MaterialGrass);
1735+
g_SceneMan.CastStrengthRay(hitPosStart, Vector(0.0F, -desiredCrouchHeadRoom + m_SpriteRadius * -0.5F), 1.0F, hitPos, 0, g_MaterialGrass);
1736+
g_SceneMan.CastStrengthRay(hitPosPredictedStart, Vector(0.0F, -desiredCrouchHeadRoom + m_SpriteRadius * -0.5F), 1.0F, hitPosPredicted, 0, g_MaterialGrass);
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// Don't do it if we're already hitting, we're probably in a weird spot
1737-
if (hitPosStart == hitPos) {
1739+
if (hitPosStart.m_Y - hitPos.m_Y <= 2.0F) {
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hitPos.m_X = 0.0F;
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}
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1741-
if (hitPosPredictedStart == hitPosPredicted) {
1743+
if (hitPosPredictedStart.m_Y - hitPosPredicted.m_Y <= 2.0F) {
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hitPosPredicted.m_X = 0.0F;
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}
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