Reccomended by MI: Dividing by the original friction value just so slopes with normal friction don't behave differently between next and this branch.

This commit is contained in:
toasterbabe 2016-06-02 16:51:12 +01:00
parent 882622d2e7
commit c1caf21323

View file

@ -874,8 +874,8 @@ void P_ButteredSlope(mobj_t *mo)
// Let's get the gravity strength for the object... // Let's get the gravity strength for the object...
thrust = FixedMul(thrust, abs(P_GetMobjGravity(mo))); thrust = FixedMul(thrust, abs(P_GetMobjGravity(mo)));
// ... and its friction against the ground for good measure. // ... and its friction against the ground for good measure (divided by original friction to keep behaviour for normal slopes the same).
thrust = FixedMul(thrust, mo->friction); thrust = FixedMul(thrust, FixedDiv(mo->friction, ORIG_FRICTION));
P_Thrust(mo, mo->standingslope->xydirection, thrust); P_Thrust(mo, mo->standingslope->xydirection, thrust);
} }