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Whitespace removal.
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2 changed files with 5 additions and 5 deletions
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@ -1401,7 +1401,7 @@ fixed_t P_GetMobjGravity(mobj_t *mo)
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if (mo->player && !!(mo->eflags & MFE_VERTICALFLIP) != wasflip)
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if (mo->player && !!(mo->eflags & MFE_VERTICALFLIP) != wasflip)
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P_PlayerFlip(mo);
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P_PlayerFlip(mo);
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return gravityadd;
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return gravityadd;
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}
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}
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@ -1021,7 +1021,7 @@ void P_QuantizeMomentumToSlope(vector3_t *momentum, pslope_t *slope)
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{
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{
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if (slope->flags & SL_NOPHYSICS)
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if (slope->flags & SL_NOPHYSICS)
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return; // No physics, no quantizing.
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return; // No physics, no quantizing.
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vector3_t axis;
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vector3_t axis;
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axis.x = -slope->d.y;
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axis.x = -slope->d.y;
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axis.y = slope->d.x;
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axis.y = slope->d.x;
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@ -1051,14 +1051,14 @@ void P_SlopeLaunch(mobj_t *mo)
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mo->momy = slopemom.y;
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mo->momy = slopemom.y;
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mo->momz = slopemom.z/2;
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mo->momz = slopemom.z/2;
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}
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}
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//CONS_Printf("Launched off of slope.\n");
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//CONS_Printf("Launched off of slope.\n");
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mo->standingslope = NULL;
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mo->standingslope = NULL;
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}
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}
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// Function to help handle landing on slopes
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// Function to help handle landing on slopes
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void P_HandleSlopeLanding(mobj_t *thing, pslope_t *slope)
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void P_HandleSlopeLanding(mobj_t *thing, pslope_t *slope)
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{
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{
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if (slope->flags & SL_NOPHYSICS) { // No physics, no need to make anything complicated.
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if (slope->flags & SL_NOPHYSICS) { // No physics, no need to make anything complicated.
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if (P_MobjFlip(thing)*(thing->momz) < 0) { // falling, land on slope
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if (P_MobjFlip(thing)*(thing->momz) < 0) { // falling, land on slope
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thing->momz = -P_MobjFlip(thing);
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thing->momz = -P_MobjFlip(thing);
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@ -1096,7 +1096,7 @@ void P_ButteredSlope(mobj_t *mo)
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if (!mo->standingslope)
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if (!mo->standingslope)
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return;
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return;
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if (mo->standingslope->flags & SL_NOPHYSICS)
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if (mo->standingslope->flags & SL_NOPHYSICS)
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return; // No physics, no butter.
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return; // No physics, no butter.
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