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Revert "prevent immediate re-flipping", streamline P_GetMobjGravity
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commit
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2 changed files with 14 additions and 30 deletions
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@ -578,7 +578,7 @@ linedeftypes
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title = "Per-Sector Gravity";
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prefix = "(1)";
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flags64text = "[6] Flip in reverse gravity";
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flags8192text = "[13] Override MF2_OBJECTFLIP";
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flags8192text = "[13] Reverse while inside";
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}
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5
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42
src/p_mobj.c
42
src/p_mobj.c
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@ -1431,10 +1431,9 @@ static void P_PlayerFlip(mobj_t *mo)
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fixed_t P_GetMobjGravity(mobj_t *mo)
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{
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fixed_t gravityadd = 0;
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boolean no3dfloorgrav = true; // Custom gravity
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sector_t *gravsector = NULL; // Custom gravity
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boolean goopgravity = false;
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boolean wasflip;
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boolean alreadyflipped = false;
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I_Assert(mo != NULL);
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I_Assert(!P_MobjWasRemoved(mo));
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@ -1445,7 +1444,6 @@ fixed_t P_GetMobjGravity(mobj_t *mo)
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if (mo->subsector->sector->ffloors) // Check for 3D floor gravity too.
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{
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ffloor_t *rover;
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fixed_t gravfactor;
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for (rover = mo->subsector->sector->ffloors; rover; rover = rover->next)
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{
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@ -1455,37 +1453,24 @@ fixed_t P_GetMobjGravity(mobj_t *mo)
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if ((rover->flags & (FF_SWIMMABLE|FF_GOOWATER)) == (FF_SWIMMABLE|FF_GOOWATER))
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goopgravity = true;
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gravfactor = P_GetSectorGravityFactor(rover->master->frontsector);
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if (gravfactor == FRACUNIT)
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if (P_GetSectorGravityFactor(rover->master->frontsector) == FRACUNIT)
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continue;
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gravityadd = -FixedMul(gravity, gravfactor);
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if ((rover->master->frontsector->flags & MSF_GRAVITYFLIP) && gravityadd > 0)
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{
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if (rover->master->frontsector->specialflags & SSF_GRAVITYOVERRIDE)
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mo->flags2 &= ~MF2_OBJECTFLIP;
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mo->eflags |= MFE_VERTICALFLIP;
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alreadyflipped = true;
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}
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no3dfloorgrav = false;
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gravsector = rover->master->frontsector;
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break;
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}
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}
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if (no3dfloorgrav)
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{
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gravityadd = -FixedMul(gravity, P_GetSectorGravityFactor(mo->subsector->sector));
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if (!gravsector) // If there is no 3D floor gravity, check sector's gravity
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gravsector = mo->subsector->sector;
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if ((mo->subsector->sector->flags & MSF_GRAVITYFLIP) && gravityadd > 0)
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{
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if (mo->subsector->sector->specialflags & SSF_GRAVITYOVERRIDE)
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mo->flags2 &= ~MF2_OBJECTFLIP;
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mo->eflags |= MFE_VERTICALFLIP;
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alreadyflipped = true;
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}
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gravityadd = -FixedMul(gravity, P_GetSectorGravityFactor(gravsector));
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if ((gravsector->flags & MSF_GRAVITYFLIP) && gravityadd > 0)
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{
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if (gravsector->specialflags & SSF_GRAVITYOVERRIDE)
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mo->flags2 &= ~MF2_OBJECTFLIP;
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mo->eflags |= MFE_VERTICALFLIP;
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}
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// Less gravity underwater.
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@ -1503,8 +1488,7 @@ fixed_t P_GetMobjGravity(mobj_t *mo)
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if (!(mo->flags2 & MF2_OBJECTFLIP) != !(mo->player->powers[pw_gravityboots])) // negated to turn numeric into bool - would be double negated, but not needed if both would be
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{
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gravityadd = -gravityadd;
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if (!alreadyflipped) // prevent re-flipping after a per-sector gravity flip
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mo->eflags ^= MFE_VERTICALFLIP;
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mo->eflags ^= MFE_VERTICALFLIP;
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}
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if (wasflip == !(mo->eflags & MFE_VERTICALFLIP)) // note!! == ! is not equivalent to != here - turns numeric into bool this way
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P_PlayerFlip(mo);
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