From 1493537dfc7f0d2544d621fbf30157a34693d29d Mon Sep 17 00:00:00 2001 From: toasterbabe Date: Thu, 2 Jun 2016 14:39:41 +0100 Subject: [PATCH] Moved the standingslope check in P_ZMovement to after the FOF and height adjustment as it is in P_PlayerZMovement, as reccomended. Doesn't actually stop Crawla jittering, but might as well make it happen for consistency's sake. --- src/p_mobj.c | 20 ++++++++++---------- 1 file changed, 10 insertions(+), 10 deletions(-) diff --git a/src/p_mobj.c b/src/p_mobj.c index 35d8f1ad..acf5b1b3 100644 --- a/src/p_mobj.c +++ b/src/p_mobj.c @@ -2165,16 +2165,6 @@ static boolean P_ZMovement(mobj_t *mo) I_Assert(mo != NULL); I_Assert(!P_MobjWasRemoved(mo)); -#ifdef ESLOPE - if (mo->standingslope) - { - if (mo->flags & MF_NOCLIPHEIGHT) - mo->standingslope = NULL; - else if (!P_IsObjectOnGround(mo)) - P_SlopeLaunch(mo); - } -#endif - // Intercept the stupid 'fall through 3dfloors' bug if (mo->subsector->sector->ffloors) P_AdjustMobjFloorZ_FFloors(mo, mo->subsector->sector, 0); @@ -2189,6 +2179,16 @@ static boolean P_ZMovement(mobj_t *mo) } mo->z += mo->momz; +#ifdef ESLOPE + if (mo->standingslope) + { + if (mo->flags & MF_NOCLIPHEIGHT) + mo->standingslope = NULL; + else if (!P_IsObjectOnGround(mo)) + P_SlopeLaunch(mo); + } +#endif + switch (mo->type) { case MT_THROWNBOUNCE: