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.
This commit is contained in:
toasterbabe 2016-06-02 14:39:41 +01:00
parent 44a6e8bb54
commit 1493537dfc

View file

@ -2165,16 +2165,6 @@ static boolean P_ZMovement(mobj_t *mo)
I_Assert(mo != NULL); I_Assert(mo != NULL);
I_Assert(!P_MobjWasRemoved(mo)); 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 // Intercept the stupid 'fall through 3dfloors' bug
if (mo->subsector->sector->ffloors) if (mo->subsector->sector->ffloors)
P_AdjustMobjFloorZ_FFloors(mo, mo->subsector->sector, 0); P_AdjustMobjFloorZ_FFloors(mo, mo->subsector->sector, 0);
@ -2189,6 +2179,16 @@ static boolean P_ZMovement(mobj_t *mo)
} }
mo->z += mo->momz; 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) switch (mo->type)
{ {
case MT_THROWNBOUNCE: case MT_THROWNBOUNCE: