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Multiply downwards thrust on slopes by the actual "gravity" variable. Also account for mobj scale (it affects gravity added in P_CheckGravity, so it makes sense here).
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@ -1133,7 +1133,9 @@ void P_ButteredSlope(mobj_t *mo)
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// This makes it harder to zigzag up steep slopes, as well as allows greater top speed when rolling down
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// This makes it harder to zigzag up steep slopes, as well as allows greater top speed when rolling down
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// Multiply by gravity
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// Multiply by gravity
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thrust = FixedMul(thrust, FRACUNIT/2); // TODO actually get this
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thrust = FixedMul(thrust, gravity); // TODO account for per-sector gravity etc
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// Multiply by scale (gravity strength depends on mobj scale)
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thrust = FixedMul(thrust, mo->scale);
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P_Thrust(mo, mo->standingslope->xydirection, thrust);
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P_Thrust(mo, mo->standingslope->xydirection, thrust);
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}
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}
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