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).

This commit is contained in:
Monster Iestyn 2016-05-05 18:19:06 +01:00
parent 857cd32369
commit c8cdded81e

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