mirror of
https://git.do.srb2.org/STJr/SRB2.git
synced 2024-11-21 20:11:12 +00:00
Revert "prevent immediate re-flipping", streamline P_GetMobjGravity
This commit is contained in:
parent
872a2001c8
commit
862fdaaa3d
2 changed files with 14 additions and 30 deletions
|
@ -578,7 +578,7 @@ linedeftypes
|
|||
title = "Per-Sector Gravity";
|
||||
prefix = "(1)";
|
||||
flags64text = "[6] Flip in reverse gravity";
|
||||
flags8192text = "[13] Override MF2_OBJECTFLIP";
|
||||
flags8192text = "[13] Reverse while inside";
|
||||
}
|
||||
|
||||
5
|
||||
|
|
34
src/p_mobj.c
34
src/p_mobj.c
|
@ -1431,10 +1431,9 @@ static void P_PlayerFlip(mobj_t *mo)
|
|||
fixed_t P_GetMobjGravity(mobj_t *mo)
|
||||
{
|
||||
fixed_t gravityadd = 0;
|
||||
boolean no3dfloorgrav = true; // Custom gravity
|
||||
sector_t *gravsector = NULL; // Custom gravity
|
||||
boolean goopgravity = false;
|
||||
boolean wasflip;
|
||||
boolean alreadyflipped = false;
|
||||
|
||||
I_Assert(mo != NULL);
|
||||
I_Assert(!P_MobjWasRemoved(mo));
|
||||
|
@ -1445,7 +1444,6 @@ fixed_t P_GetMobjGravity(mobj_t *mo)
|
|||
if (mo->subsector->sector->ffloors) // Check for 3D floor gravity too.
|
||||
{
|
||||
ffloor_t *rover;
|
||||
fixed_t gravfactor;
|
||||
|
||||
for (rover = mo->subsector->sector->ffloors; rover; rover = rover->next)
|
||||
{
|
||||
|
@ -1455,37 +1453,24 @@ fixed_t P_GetMobjGravity(mobj_t *mo)
|
|||
if ((rover->flags & (FF_SWIMMABLE|FF_GOOWATER)) == (FF_SWIMMABLE|FF_GOOWATER))
|
||||
goopgravity = true;
|
||||
|
||||
gravfactor = P_GetSectorGravityFactor(rover->master->frontsector);
|
||||
|
||||
if (gravfactor == FRACUNIT)
|
||||
if (P_GetSectorGravityFactor(rover->master->frontsector) == FRACUNIT)
|
||||
continue;
|
||||
|
||||
gravityadd = -FixedMul(gravity, gravfactor);
|
||||
|
||||
if ((rover->master->frontsector->flags & MSF_GRAVITYFLIP) && gravityadd > 0)
|
||||
{
|
||||
if (rover->master->frontsector->specialflags & SSF_GRAVITYOVERRIDE)
|
||||
mo->flags2 &= ~MF2_OBJECTFLIP;
|
||||
mo->eflags |= MFE_VERTICALFLIP;
|
||||
alreadyflipped = true;
|
||||
}
|
||||
|
||||
no3dfloorgrav = false;
|
||||
gravsector = rover->master->frontsector;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (no3dfloorgrav)
|
||||
{
|
||||
gravityadd = -FixedMul(gravity, P_GetSectorGravityFactor(mo->subsector->sector));
|
||||
if (!gravsector) // If there is no 3D floor gravity, check sector's gravity
|
||||
gravsector = mo->subsector->sector;
|
||||
|
||||
if ((mo->subsector->sector->flags & MSF_GRAVITYFLIP) && gravityadd > 0)
|
||||
gravityadd = -FixedMul(gravity, P_GetSectorGravityFactor(gravsector));
|
||||
|
||||
if ((gravsector->flags & MSF_GRAVITYFLIP) && gravityadd > 0)
|
||||
{
|
||||
if (mo->subsector->sector->specialflags & SSF_GRAVITYOVERRIDE)
|
||||
if (gravsector->specialflags & SSF_GRAVITYOVERRIDE)
|
||||
mo->flags2 &= ~MF2_OBJECTFLIP;
|
||||
mo->eflags |= MFE_VERTICALFLIP;
|
||||
alreadyflipped = true;
|
||||
}
|
||||
}
|
||||
|
||||
// Less gravity underwater.
|
||||
|
@ -1503,7 +1488,6 @@ fixed_t P_GetMobjGravity(mobj_t *mo)
|
|||
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
|
||||
{
|
||||
gravityadd = -gravityadd;
|
||||
if (!alreadyflipped) // prevent re-flipping after a per-sector gravity flip
|
||||
mo->eflags ^= MFE_VERTICALFLIP;
|
||||
}
|
||||
if (wasflip == !(mo->eflags & MFE_VERTICALFLIP)) // note!! == ! is not equivalent to != here - turns numeric into bool this way
|
||||
|
|
Loading…
Reference in a new issue