diff --git a/src/p_mobj.c b/src/p_mobj.c index d19d8e5fa..81d6de61f 100644 --- a/src/p_mobj.c +++ b/src/p_mobj.c @@ -3590,6 +3590,7 @@ void P_MobjCheckWater(mobj_t *mobj) ffloor_t *rover; player_t *p = mobj->player; // Will just be null if not a player. fixed_t height = (p ? P_GetPlayerHeight(p) : mobj->height); // for players, calculation height does not necessarily match actual height for gameplay reasons (spin, etc) + boolean wasgroundpounding = (p && (mobj->eflags & MFE_GOOWATER) && ((p->powers[pw_shield] & SH_NOSTACK) == SH_ELEMENTAL || (p->powers[pw_shield] & SH_NOSTACK) == SH_BUBBLEWRAP) && (p->pflags & PF_SHIELDABILITY)); // Default if no water exists. mobj->watertop = mobj->waterbottom = mobj->z - 1000*FRACUNIT; @@ -3691,7 +3692,7 @@ void P_MobjCheckWater(mobj_t *mobj) p->powers[pw_underwater] = underwatertics + 1; } - if ((mobj->eflags & MFE_GOOWATER) && ((p->powers[pw_shield] & SH_NOSTACK) == SH_ELEMENTAL || (p->powers[pw_shield] & SH_NOSTACK) == SH_BUBBLEWRAP) && (p->pflags & PF_SHIELDABILITY)) + if (wasgroundpounding) { p->pflags &= ~PF_SHIELDABILITY; mobj->momz >>= 1; @@ -3713,7 +3714,7 @@ void P_MobjCheckWater(mobj_t *mobj) || ((mobj->eflags & MFE_VERTICALFLIP) && mobj->ceilingz-mobj->waterbottom <= height>>1)) return; - if ((mobj->eflags & MFE_GOOWATER || wasingoo)) { // Decide what happens to your momentum when you enter/leave goopy water. + if (!wasgroundpounding && (mobj->eflags & MFE_GOOWATER || wasingoo)) { // Decide what happens to your momentum when you enter/leave goopy water. if (P_MobjFlip(mobj)*mobj->momz < 0) // You are entering the goo? mobj->momz = FixedMul(mobj->momz, FixedDiv(2*FRACUNIT, 5*FRACUNIT)); // kill momentum significantly, to make the goo feel thick. }