Merge branch 'connect-to-ground-fix' into 'master'

Fix for A_ConnectToGround on gravflipped objects

See merge request STJr/SRB2Internal!372
This commit is contained in:
MascaraSnake 2019-10-13 11:07:46 -04:00
commit 008e232d78

View file

@ -12292,9 +12292,6 @@ void A_ConnectToGround(mobj_t *actor)
if (!(workh = FixedMul(mobjinfo[locvar1].height, actor->scale)))
return;
if (actor->flags2 & MF2_OBJECTFLIP)
workz -= workh;
ang = actor->angle + ANGLE_45;
while (dir*workz < 0)
{
@ -14204,7 +14201,7 @@ void A_RolloutSpawn(mobj_t *actor)
actor->target = P_SpawnMobj(actor->x, actor->y, actor->z, locvar2);
actor->target->flags2 |= (actor->flags2 & (MF2_AMBUSH | MF2_OBJECTFLIP)) | MF2_SLIDEPUSH;
actor->target->eflags |= (actor->eflags & MFE_VERTICALFLIP);
if (actor->target->flags2 & MF2_AMBUSH)
{
actor->target->color = SKINCOLOR_SUPERRUST3;
@ -14237,7 +14234,7 @@ void A_RolloutRock(mobj_t *actor)
boolean inwater = actor->eflags & (MFE_TOUCHWATER|MFE_UNDERWATER);
actor->friction = FRACUNIT; // turns out riding on solids sucks, so let's just make it easier on ourselves
if (actor->threshold)
actor->threshold--;
@ -14262,7 +14259,7 @@ void A_RolloutRock(mobj_t *actor)
actor->momx = FixedMul(FixedDiv(actor->momx, speed), topspeed);
actor->momy = FixedMul(FixedDiv(actor->momy, speed), topspeed);
}
if (P_IsObjectOnGround(actor) || inwater) // apply drag to speed (compensates for lack of friction but also works in liquids)
{
actor->momx = FixedMul(actor->momx, locvar1);
@ -14290,13 +14287,13 @@ void A_RolloutRock(mobj_t *actor)
}
actor->frame = actor->reactiontime % maxframes; // set frame
if (!(actor->flags & MF_PUSHABLE)) // if being ridden, don't disappear
actor->fuse = 0;
else if (!actor->fuse && actor->movecount == 1) // otherwise if rock has moved, set its fuse
actor->fuse = actor->info->painchance;
if (actor->fuse && actor->fuse < 2*TICRATE)
actor->flags2 ^= MF2_DONTDRAW;
}