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- Don't call secfriction() twice in the normal part of P_GetFriction().
- Fixed: The 3D floors part of P_GetFriction() did not check for friction still being set to ORIG_FRICTION, so it only worked with lower frictions. SVN r3538 (trunk)
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1 changed files with 16 additions and 14 deletions
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@ -488,6 +488,7 @@ int P_GetFriction (const AActor *mo, int *frictionfactor)
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{
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int friction = ORIG_FRICTION;
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int movefactor = ORIG_FRICTION_FACTOR;
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fixed_t newfriction;
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const msecnode_t *m;
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const sector_t *sec;
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@ -498,8 +499,8 @@ int P_GetFriction (const AActor *mo, int *frictionfactor)
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else if ((!(mo->flags & MF_NOGRAVITY) && mo->waterlevel > 1) ||
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(mo->waterlevel == 1 && mo->z > mo->floorz + 6*FRACUNIT))
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{
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friction = secfriction (mo->Sector);
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movefactor = secmovefac (mo->Sector) >> 1;
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friction = secfriction(mo->Sector);
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movefactor = secmovefac(mo->Sector) >> 1;
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}
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else if (var_friction && !(mo->flags & (MF_NOCLIP|MF_NOGRAVITY)))
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{ // When the object is straddling sectors with the same
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@ -512,16 +513,16 @@ int P_GetFriction (const AActor *mo, int *frictionfactor)
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#ifdef _3DFLOORS
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// 3D floors must be checked, too
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for(unsigned i=0;i<sec->e->XFloor.ffloors.Size();i++)
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for (unsigned i = 0; i < sec->e->XFloor.ffloors.Size(); i++)
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{
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F3DFloor * rover=sec->e->XFloor.ffloors[i];
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if (!(rover->flags&FF_EXISTS)) continue;
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if(!(rover->flags & FF_SOLID)) continue;
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F3DFloor *rover = sec->e->XFloor.ffloors[i];
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if (!(rover->flags & FF_EXISTS)) continue;
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if (!(rover->flags & FF_SOLID)) continue;
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// Player must be on top of the floor to be affected...
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if(mo->z != rover->top.plane->ZatPoint(mo->x,mo->y)) continue;
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fixed_t newfriction=secfriction(rover->model);
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if (newfriction<friction)
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if (mo->z != rover->top.plane->ZatPoint(mo->x,mo->y)) continue;
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newfriction = secfriction(rover->model);
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if (newfriction < friction || friction == ORIG_FRICTION)
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{
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friction = newfriction;
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movefactor = secmovefac(rover->model);
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@ -534,13 +535,14 @@ int P_GetFriction (const AActor *mo, int *frictionfactor)
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{
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continue;
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}
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if ((secfriction(sec) < friction || friction == ORIG_FRICTION) &&
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(mo->z <= sec->floorplane.ZatPoint (mo->x, mo->y) ||
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newfriction = secfriction(sec);
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if ((newfriction < friction || friction == ORIG_FRICTION) &&
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(mo->z <= sec->floorplane.ZatPoint(mo->x, mo->y) ||
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(sec->GetHeightSec() != NULL &&
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mo->z <= sec->heightsec->floorplane.ZatPoint (mo->x, mo->y))))
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mo->z <= sec->heightsec->floorplane.ZatPoint(mo->x, mo->y))))
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{
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friction = secfriction (sec);
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movefactor = secmovefac (sec);
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friction = newfriction;
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movefactor = secmovefac(sec);
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}
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}
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}
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