diff --git a/src/p_mobj.cpp b/src/p_mobj.cpp index d87650978..f877f9646 100644 --- a/src/p_mobj.cpp +++ b/src/p_mobj.cpp @@ -2117,7 +2117,7 @@ void P_ZMovement (AActor *mo, fixed_t oldfloorz) { fixed_t startvelz = mo->velz; - if (!mo->waterlevel || mo->flags & MF_CORPSE || (mo->player && + if (mo->waterlevel == 0 || (mo->player && !(mo->player->cmd.ucmd.forwardmove | mo->player->cmd.ucmd.sidemove))) { // [RH] Double gravity only if running off a ledge. Coming down from @@ -2131,18 +2131,40 @@ void P_ZMovement (AActor *mo, fixed_t oldfloorz) mo->velz -= grav; } } - if (mo->waterlevel > 1) + if (mo->waterlevel > 1 || (mo->waterlevel == 1 && mo->player == NULL)) { - fixed_t sinkspeed = mo->flags & MF_CORPSE ? -WATER_SINK_SPEED/3 : -WATER_SINK_SPEED; + fixed_t sinkspeed; - if (mo->velz < sinkspeed) - { - mo->velz = (startvelz < sinkspeed) ? startvelz : sinkspeed; + if ((mo->flags & MF_SPECIAL) && !(mo->flags3 & MF3_ISMONSTER)) + { // Pickup items don't sink if placed and drop slowly if dropped + sinkspeed = (mo->flags & MF_DROPPED) ? -WATER_SINK_SPEED / 8 : 0; } else { - mo->velz = startvelz + ((mo->velz - startvelz) >> - (mo->waterlevel == 1 ? WATER_SINK_SMALL_FACTOR : WATER_SINK_FACTOR)); + sinkspeed = -WATER_SINK_SPEED; + + // If it's not a player, scale sinkspeed by its mass, with + // 100 being equivalent to a player. + if (mo->player == NULL) + { + sinkspeed = Scale(sinkspeed, clamp(mo->Mass, 1, 4000), 100); + } + } + if (mo->velz < sinkspeed) + { // Dropping too fast, so slow down toward sinkspeed. + mo->velz -= MAX(sinkspeed*2, -FRACUNIT*8); + if (mo->velz > sinkspeed) + { + mo->velz = sinkspeed; + } + } + else if (mo->velz > sinkspeed) + { // Dropping too slow/going up, so trend toward sinkspeed. + mo->velz = startvelz + MAX(sinkspeed/3, -FRACUNIT*8); + if (mo->velz < sinkspeed) + { + mo->velz = sinkspeed; + } } } }