diff --git a/src/p_slopes.c b/src/p_slopes.c index 870cd621f..5c47c7226 100644 --- a/src/p_slopes.c +++ b/src/p_slopes.c @@ -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;