From 882622d2e70616376e81f82b8471645a1ac75721 Mon Sep 17 00:00:00 2001 From: toasterbabe Date: Thu, 2 Jun 2016 16:42:07 +0100 Subject: [PATCH] ...I made two major mistakes with P_GetMobjGravity. *Didn't take into account object scale *Doubled force when on the ground (ignore what the comment of the line I moved says, it was relevant for slopes...) This also led to a mistake with slopes, where I was double-multiplying by the gravity constant to get half (because of a quirk of numbers...) --- src/p_mobj.c | 10 ++++++---- src/p_slopes.c | 12 +++--------- 2 files changed, 9 insertions(+), 13 deletions(-) diff --git a/src/p_mobj.c b/src/p_mobj.c index acf5b1b36..843123d57 100644 --- a/src/p_mobj.c +++ b/src/p_mobj.c @@ -1316,9 +1316,6 @@ fixed_t P_GetMobjGravity(mobj_t *mo) if (mo->eflags & MFE_UNDERWATER && !goopgravity) gravityadd = gravityadd/3; - if (!mo->momz) // mobj at stop, no floor, so feel the push of gravity! - gravityadd <<= 1; - if (mo->player) { if (mo->player->charability == CA_FLY && (mo->player->powers[pw_tailsfly] @@ -1402,6 +1399,8 @@ fixed_t P_GetMobjGravity(mobj_t *mo) if (mo->player && !!(mo->eflags & MFE_VERTICALFLIP) != wasflip) P_PlayerFlip(mo); + gravityadd = FixedMul(gravityadd, mo->scale); + return gravityadd; } @@ -1416,8 +1415,11 @@ void P_CheckGravity(mobj_t *mo, boolean affect) { fixed_t gravityadd = P_GetMobjGravity(mo); + if (!mo->momz) // mobj at stop, no floor, so feel the push of gravity! + gravityadd <<= 1; + if (affect) - mo->momz += FixedMul(gravityadd, mo->scale); + mo->momz += gravityadd; if (mo->type == MT_SKIM && mo->z + mo->momz <= mo->watertop && mo->z >= mo->watertop) { diff --git a/src/p_slopes.c b/src/p_slopes.c index ec07ab2fe..ed25f00f3 100644 --- a/src/p_slopes.c +++ b/src/p_slopes.c @@ -812,7 +812,7 @@ void P_HandleSlopeLanding(mobj_t *thing, pslope_t *slope) mom.y = thing->momy; mom.z = thing->momz*2; - //CONS_Printf("langing on slope\n"); + //CONS_Printf("Landing on slope\n"); // Reverse quantizing might could use its own function later slope->zangle = ANGLE_MAX-slope->zangle; @@ -871,16 +871,10 @@ void P_ButteredSlope(mobj_t *mo) thrust = FixedMul(thrust, FRACUNIT+P_AproxDistance(mo->momx, mo->momy)/16); // This makes it harder to zigzag up steep slopes, as well as allows greater top speed when rolling down - // The strength of gravity depends on the global gravity base setting... - thrust = FixedMul(thrust, gravity); - - // ...the sector-based gravity strength... + // Let's get the gravity strength for the object... thrust = FixedMul(thrust, abs(P_GetMobjGravity(mo))); - // ...and the scale of the object. - thrust = FixedMul(thrust, mo->scale); - - // Let's also multiply by friction for good measure. + // ... and its friction against the ground for good measure. thrust = FixedMul(thrust, mo->friction); P_Thrust(mo, mo->standingslope->xydirection, thrust);