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- Fixed: When P_ZMovement() handled MF_FLOAT, it reset the actor's z velocity to 0. I'd like to
know why that was in there, but I have no idea. It was like this for the entire life of the repository, so I can't find anything from that. And since MF_FLOAT is typically also applied to monsters with MF_NOGRAVITY, the z velocity should already be 0, so it's a change that makes little sense. SVN r3645 (trunk)
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2 changed files with 3 additions and 3 deletions
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@ -431,7 +431,7 @@ bool P_Move (AActor *actor)
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// [RH] Walking actors that are not on the ground cannot walk. We don't
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// want to yank them to the ground here as Doom did, since that makes
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// it difficult ot thrust them vertically in a reasonable manner.
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// it difficult to thrust them vertically in a reasonable manner.
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// [GZ] Let jumping actors jump.
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if (!((actor->flags & MF_NOGRAVITY) || (actor->flags6 & MF6_CANJUMP))
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&& actor->z > actor->floorz && !(actor->flags2 & MF2_ONMOBJ))
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@ -2162,9 +2162,9 @@ void P_ZMovement (AActor *mo, fixed_t oldfloorz)
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dist = P_AproxDistance (mo->x - mo->target->x, mo->y - mo->target->y);
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delta = (mo->target->z + (mo->height>>1)) - mo->z;
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if (delta < 0 && dist < -(delta*3))
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mo->z -= mo->FloatSpeed, mo->velz = 0;
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mo->z -= mo->FloatSpeed;
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else if (delta > 0 && dist < (delta*3))
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mo->z += mo->FloatSpeed, mo->velz = 0;
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mo->z += mo->FloatSpeed;
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}
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}
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if (mo->player && (mo->flags & MF_NOGRAVITY) && (mo->z > mo->floorz))
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