Duke3D: Fix player Z interpolation on SE17.
- In SE17's first loop, the player's position is unconditionally backed up. This means jumping in the elevator, even while its not in motion is uninterpolated for the player.
- Removing these interpolation calls fixes that, however there is a hitch now when the elevator is going back down.
- If the sign of
q
is positive, we back up the player's Z coordinate to fix the aforementioned hitch. - Also remove
actor[j].bpos.z = sprite[j].z;
call that's coveredG_RecordOldSpritePos()
.