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Reccomended by MI: Dividing by the original friction value just so slopes with normal friction don't behave differently between next and this branch.
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@ -874,8 +874,8 @@ void P_ButteredSlope(mobj_t *mo)
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// Let's get the gravity strength for the object...
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thrust = FixedMul(thrust, abs(P_GetMobjGravity(mo)));
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// ... and its friction against the ground for good measure.
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thrust = FixedMul(thrust, mo->friction);
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// ... and its friction against the ground for good measure (divided by original friction to keep behaviour for normal slopes the same).
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thrust = FixedMul(thrust, FixedDiv(mo->friction, ORIG_FRICTION));
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P_Thrust(mo, mo->standingslope->xydirection, thrust);
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}
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