Re-add momz inversion on dropped emeralds

This commit is contained in:
spherallic 2022-09-11 17:41:55 +02:00
parent 295555d0d0
commit 3d29e9770f

View file

@ -3882,7 +3882,8 @@ void P_PlayerRingBurst(player_t *player, INT32 num_rings)
if (i & 1)
P_SetObjectMomZ(mo, ns, true);
}
if (player->mo->eflags & MFE_VERTICALFLIP) {
if (player->mo->eflags & MFE_VERTICALFLIP)
{
mo->momz *= -1;
mo->flags2 |= MF2_OBJECTFLIP;
}
@ -4268,12 +4269,15 @@ void P_PlayerEmeraldBurst(player_t *player, boolean toss)
mo->momx = momx;
mo->momy = momy;
if (player->mo->eflags & MFE_VERTICALFLIP)
mo->flags2 |= MF2_OBJECTFLIP;
P_SetObjectMomZ(mo, 3*FRACUNIT, false);
if (player->mo->eflags & MFE_VERTICALFLIP)
{
mo->momz = -mo->momz;
mo->flags2 |= MF2_OBJECTFLIP;
}
if (toss)
player->tossdelay = 2*TICRATE;
}
@ -4300,7 +4304,8 @@ void P_PlayerFlagBurst(player_t *player, boolean toss)
flag = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, type);
if (player->mo->eflags & MFE_VERTICALFLIP) {
if (player->mo->eflags & MFE_VERTICALFLIP)
{
flag->z += player->mo->height - flag->height;
flag->flags2 |= MF2_OBJECTFLIP;
}