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Fix precip interpolation
(If Ediolon reads this, I'm pretty sure this one is Ring Racers only)
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27c9d698be
commit
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1 changed files with 2 additions and 2 deletions
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@ -3812,12 +3812,11 @@ void P_NullPrecipThinker(precipmobj_t *mobj)
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{
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{
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//(void)mobj;
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//(void)mobj;
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mobj->precipflags &= ~PCF_THUNK;
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mobj->precipflags &= ~PCF_THUNK;
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R_ResetPrecipitationMobjInterpolationState(mobj);
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}
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}
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void P_PrecipThinker(precipmobj_t *mobj)
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void P_PrecipThinker(precipmobj_t *mobj)
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{
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{
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R_ResetPrecipitationMobjInterpolationState(mobj);
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P_CycleStateAnimation((mobj_t *)mobj);
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P_CycleStateAnimation((mobj_t *)mobj);
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if (mobj->state == &states[S_RAINRETURN])
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if (mobj->state == &states[S_RAINRETURN])
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@ -3827,6 +3826,7 @@ void P_PrecipThinker(precipmobj_t *mobj)
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mobj->z = mobj->ceilingz;
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mobj->z = mobj->ceilingz;
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mobj->momz = -mobj->info->speed;
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mobj->momz = -mobj->info->speed;
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mobj->precipflags &= ~PCF_SPLASH;
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mobj->precipflags &= ~PCF_SPLASH;
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R_ResetPrecipitationMobjInterpolationState(mobj);
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}
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}
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if (mobj->tics != -1)
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if (mobj->tics != -1)
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