Can't fit everything in title.
In hub levels, the player will not follow player start angles when entering a level. Instead, the player will spawn into the new level facing whichever angle they were in from the previous level.
[level refactor] player angle is wrong in hubs
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- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49073
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: [level refactor] player angle is wrong in hubs
Works for me. Keep in mind that this is a parameter of Teleport_NewMap.
I tested it with Hexen which doesn't preserve the angle and with Strife which does.
Both worked correctly. So please post a runnable example where you think it is wrong.
I tested it with Hexen which doesn't preserve the angle and with Strife which does.
Both worked correctly. So please post a runnable example where you think it is wrong.
Re: [level refactor] player angle is wrong in hubs
Here, example file. Supposedly in non-level-refactor version, the player will snap to the player start angles on the new map.
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- HubStaticthinker.pk3
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- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49073
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: [level refactor] player angle is wrong in hubs
You omitted the crucial bit of info that this only happens when using ChangeLevel with a certain combination of flags. That's why it worked in Hexen and not in your demo.