Revert "Provide a fix for "non-sloped" slopes launch/land behavior by checking the normal's components."

This reverts commit c9294d1e32.
This commit is contained in:
Nev3r 2020-01-04 11:25:46 +01:00
parent c9294d1e32
commit 60999c7b84

View file

@ -50,10 +50,10 @@ static void ReconfigureViaVertexes (pslope_t *slope, const vector3_t v1, const v
// Set some defaults for a non-sloped "slope"
if (vec1.z == 0 && vec2.z == 0)
{
/// \todo Fix fully flat cases.
slope->zangle = slope->xydirection = 0;
slope->zdelta = slope->d.x = slope->d.y = 0;
slope->normal.x = slope->normal.y = 0;
slope->normal.z = FRACUNIT;
}
else
{
@ -707,9 +707,7 @@ void P_ReverseQuantizeMomentumToSlope(vector3_t *momentum, pslope_t *slope)
// Handles slope ejection for objects
void P_SlopeLaunch(mobj_t *mo)
{
if (!(mo->standingslope->flags & SL_NOPHYSICS) // If there's physics, time for launching.
&& (mo->standingslope->normal.x != 0
|| mo->standingslope->normal.y != 0))
if (!(mo->standingslope->flags & SL_NOPHYSICS)) // If there's physics, time for launching.
{
// Double the pre-rotation Z, then halve the post-rotation Z. This reduces the
// vertical launch given from slopes while increasing the horizontal launch
@ -766,7 +764,8 @@ fixed_t P_GetWallTransferMomZ(mobj_t *mo, pslope_t *slope)
void P_HandleSlopeLanding(mobj_t *thing, pslope_t *slope)
{
vector3_t mom; // Ditto.
if (slope->flags & SL_NOPHYSICS || (slope->normal.x == 0 && slope->normal.y == 0)) { // No physics, no need to make anything complicated.
if (slope->flags & SL_NOPHYSICS) { // No physics, no need to make anything complicated.
if (P_MobjFlip(thing)*(thing->momz) < 0) // falling, land on slope
{
thing->standingslope = slope;