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